Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
781 lines
22 KiB
C++
781 lines
22 KiB
C++
#pragma once
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#include <mln/shaders/shader_source.hpp>
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#include <mln/shaders/vulkan/shader_program.hpp>
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namespace mln {
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namespace shaders {
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constexpr auto fillShaderPrelude = R"(
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#define idFillDrawableUBO idDrawableReservedVertexOnlyUBO
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#define idFillTilePropsUBO drawableReservedUBOCount
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#define idFillEvaluatedPropsUBO layerUBOStartId
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)";
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template <>
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struct ShaderSource<BuiltIn::FillShader, gfx::Backend::Type::Vulkan> {
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static constexpr const char* name = "FillShader";
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static const std::array<AttributeInfo, 3> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 0> textures;
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static constexpr auto prelude = fillShaderPrelude;
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static constexpr auto vertex = R"(
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layout(location = 0) in ivec2 in_position;
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#if !defined(HAS_UNIFORM_u_color)
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layout(location = 1) in vec4 in_color;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 2) in vec2 in_opacity;
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#endif
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layout(push_constant) uniform Constants {
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int ubo_index;
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} constant;
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struct FillDrawableUBO {
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mat4 matrix;
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// Interpolations
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float color_t;
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float opacity_t;
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float pad1;
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float pad2;
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vec4 pad3;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idFillDrawableUBO) readonly buffer FillDrawableUBOVector {
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FillDrawableUBO drawable_ubo[];
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} drawableVector;
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#if !defined(HAS_UNIFORM_u_color)
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layout(location = 0) out vec4 frag_color;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 1) out lowp float frag_opacity;
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#endif
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void main() {
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const FillDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
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#if !defined(HAS_UNIFORM_u_color)
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frag_color = vec4(unpack_mix_color(in_color, drawable.color_t));
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t);
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#endif
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gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0);
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applySurfaceTransform();
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}
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)";
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static constexpr auto fragment = R"(
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#if !defined(HAS_UNIFORM_u_color)
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layout(location = 0) in vec4 frag_color;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 1) in lowp float frag_opacity;
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#endif
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layout(location = 0) out vec4 out_color;
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layout(set = LAYER_SET_INDEX, binding = idFillEvaluatedPropsUBO) uniform FillEvaluatedPropsUBO {
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vec4 color;
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vec4 outline_color;
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float opacity;
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float fade;
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float from_scale;
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float to_scale;
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} props;
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void main() {
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#if defined(HAS_UNIFORM_u_color)
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const vec4 color = props.color;
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#else
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const vec4 color = frag_color;
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const float opacity = props.opacity;
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#else
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const float opacity = frag_opacity;
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#endif
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out_color = color * opacity;
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::FillOutlineShader, gfx::Backend::Type::Vulkan> {
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static constexpr const char* name = "FillOutlineShader";
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static const std::array<AttributeInfo, 3> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 0> textures;
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static constexpr auto prelude = fillShaderPrelude;
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static constexpr auto vertex = R"(
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layout(location = 0) in ivec2 in_position;
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#if !defined(HAS_UNIFORM_u_outline_color)
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layout(location = 1) in vec4 in_color;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 2) in vec2 in_opacity;
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#endif
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layout(push_constant) uniform Constants {
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int ubo_index;
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} constant;
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struct FillOutlineDrawableUBO {
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mat4 matrix;
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// Interpolations
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float outline_color_t;
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float opacity_t;
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float pad1;
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float pad2;
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vec4 pad3;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idFillDrawableUBO) readonly buffer FillOutlineDrawableUBOVector {
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FillOutlineDrawableUBO drawable_ubo[];
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} drawableVector;
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#if !defined(HAS_UNIFORM_u_outline_color)
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layout(location = 0) out vec4 frag_color;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 1) out lowp float frag_opacity;
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#endif
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layout(location = 2) out vec2 frag_position;
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void main() {
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const FillOutlineDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
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#if !defined(HAS_UNIFORM_u_outline_color)
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frag_color = vec4(unpack_mix_color(in_color, drawable.outline_color_t));
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t);
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#endif
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gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0);
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applySurfaceTransform();
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frag_position = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * paintParams.world_size;
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}
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)";
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static constexpr auto fragment = R"(
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#if !defined(HAS_UNIFORM_u_outline_color)
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layout(location = 0) in vec4 frag_color;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 1) in float frag_opacity;
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#endif
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layout(location = 2) in vec2 frag_position;
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layout(location = 0) out vec4 out_color;
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layout(set = LAYER_SET_INDEX, binding = idFillEvaluatedPropsUBO) uniform FillEvaluatedPropsUBO {
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vec4 color;
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vec4 outline_color;
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float opacity;
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float fade;
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float from_scale;
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float to_scale;
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} props;
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void main() {
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#if defined(OVERDRAW_INSPECTOR)
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out_color = vec4(1.0);
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return;
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#endif
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#if defined(HAS_UNIFORM_u_outline_color)
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const vec4 color = props.outline_color;
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#else
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const vec4 color = frag_color;
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const float opacity = props.opacity;
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#else
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const float opacity = frag_opacity;
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#endif
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float dist = length(frag_position - gl_FragCoord.xy);
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float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
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out_color = color * opacity * alpha;
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::FillPatternShader, gfx::Backend::Type::Vulkan> {
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static constexpr const char* name = "FillPatternShader";
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static const std::array<AttributeInfo, 4> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 1> textures;
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static constexpr auto prelude = fillShaderPrelude;
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static constexpr auto vertex = R"(
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layout(location = 0) in ivec2 in_position;
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#if !defined(HAS_UNIFORM_u_pattern_from)
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layout(location = 1) in mediump uvec4 in_pattern_from;
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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layout(location = 2) in mediump uvec4 in_pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 3) in vec2 in_opacity;
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#endif
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layout(push_constant) uniform Constants {
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int ubo_index;
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} constant;
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struct FillPatternDrawableUBO {
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mat4 matrix;
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vec2 pixel_coord_upper;
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vec2 pixel_coord_lower;
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float tile_ratio;
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// Interpolations
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float pattern_from_t;
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float pattern_to_t;
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float opacity_t;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idFillDrawableUBO) readonly buffer FillPatternDrawableUBOVector {
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FillPatternDrawableUBO drawable_ubo[];
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} drawableVector;
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struct FillPatternTilePropsUBO {
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vec4 pattern_from;
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vec4 pattern_to;
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vec2 texsize;
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float pad1;
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float pad2;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idFillTilePropsUBO) readonly buffer FillPatternTilePropsUBOVector {
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FillPatternTilePropsUBO tile_props_ubo[];
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} tilePropsVector;
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layout(set = LAYER_SET_INDEX, binding = idFillEvaluatedPropsUBO) uniform FillEvaluatedPropsUBO {
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vec4 color;
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vec4 outline_color;
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float opacity;
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float fade;
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float from_scale;
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float to_scale;
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} props;
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layout(location = 0) out vec2 frag_pos_a;
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layout(location = 1) out vec2 frag_pos_b;
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#if !defined(HAS_UNIFORM_u_pattern_from)
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layout(location = 2) out mediump vec4 frag_pattern_from;
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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layout(location = 3) out mediump vec4 frag_pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 4) out lowp float frag_opacity;
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#endif
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void main() {
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const FillPatternDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
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const FillPatternTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
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#if defined(HAS_UNIFORM_u_pattern_from)
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const vec4 frag_pattern_from = tileProps.pattern_from;
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#else
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frag_pattern_from = in_pattern_from;
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const vec4 frag_pattern_to = tileProps.pattern_to;
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#else
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frag_pattern_to = in_pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t);
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#endif
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const vec2 pattern_tl_a = frag_pattern_from.xy;
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const vec2 pattern_br_a = frag_pattern_from.zw;
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const vec2 pattern_tl_b = frag_pattern_to.xy;
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const vec2 pattern_br_b = frag_pattern_to.zw;
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const float pixelRatio = paintParams.pixel_ratio;
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const float tileZoomRatio = drawable.tile_ratio;
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const float fromScale = props.from_scale;
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const float toScale = props.to_scale;
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const vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
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const vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
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frag_pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, in_position),
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frag_pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, in_position),
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gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0);
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applySurfaceTransform();
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}
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)";
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static constexpr auto fragment = R"(
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layout(location = 0) in vec2 frag_pos_a;
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layout(location = 1) in vec2 frag_pos_b;
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#if !defined(HAS_UNIFORM_u_pattern_from)
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layout(location = 2) in vec4 frag_pattern_from;
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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layout(location = 3) in vec4 frag_pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 4) in lowp float frag_opacity;
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#endif
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layout(location = 0) out vec4 out_color;
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layout(push_constant) uniform Constants {
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int ubo_index;
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} constant;
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struct FillPatternTilePropsUBO {
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vec4 pattern_from;
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vec4 pattern_to;
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vec2 texsize;
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float pad1;
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float pad2;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idFillTilePropsUBO) readonly buffer FillPatternTilePropsUBOVector {
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FillPatternTilePropsUBO tile_props_ubo[];
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} tilePropsVector;
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layout(set = LAYER_SET_INDEX, binding = idFillEvaluatedPropsUBO) uniform FillEvaluatedPropsUBO {
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vec4 color;
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vec4 outline_color;
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float opacity;
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float fade;
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float from_scale;
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float to_scale;
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} props;
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layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image0_sampler;
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void main() {
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#if defined(OVERDRAW_INSPECTOR)
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out_color = vec4(1.0);
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return;
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#endif
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const FillPatternTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
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#if defined(HAS_UNIFORM_u_pattern_from)
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const vec4 pattern_from = tileProps.pattern_from;
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#else
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const vec4 pattern_from = frag_pattern_from;
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const vec4 pattern_to = tileProps.pattern_to;
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#else
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const vec4 pattern_to = frag_pattern_to;
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const float opacity = props.opacity;
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#else
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const float opacity = frag_opacity;
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#endif
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const vec2 pattern_tl_a = pattern_from.xy;
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const vec2 pattern_br_a = pattern_from.zw;
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const vec2 pattern_tl_b = pattern_to.xy;
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const vec2 pattern_br_b = pattern_to.zw;
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const vec2 imagecoord = mod(frag_pos_a, 1.0);
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const vec2 pos = mix(pattern_tl_a / tileProps.texsize, pattern_br_a / tileProps.texsize, imagecoord);
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const vec4 color1 = texture(image0_sampler, pos);
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const vec2 imagecoord_b = mod(frag_pos_b, 1.0);
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const vec2 pos2 = mix(pattern_tl_b / tileProps.texsize, pattern_br_b / tileProps.texsize, imagecoord_b);
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const vec4 color2 = texture(image0_sampler, pos2);
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out_color = mix(color1, color2, props.fade) * opacity;
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::FillOutlinePatternShader, gfx::Backend::Type::Vulkan> {
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static constexpr const char* name = "FillOutlinePatternShader";
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static const std::array<AttributeInfo, 4> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 1> textures;
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static constexpr auto prelude = fillShaderPrelude;
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static constexpr auto vertex = R"(
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layout(location = 0) in ivec2 in_position;
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#if !defined(HAS_UNIFORM_u_pattern_from)
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layout(location = 1) in mediump uvec4 in_pattern_from;
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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layout(location = 2) in mediump uvec4 in_pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 3) in vec2 in_opacity;
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#endif
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layout(push_constant) uniform Constants {
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int ubo_index;
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} constant;
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struct FillOutlinePatternDrawableUBO {
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mat4 matrix;
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vec2 pixel_coord_upper;
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vec2 pixel_coord_lower;
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float tile_ratio;
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// Interpolations
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float pattern_from_t;
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float pattern_to_t;
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float opacity_t;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idFillDrawableUBO) readonly buffer FillOutlinePatternDrawableUBOVector {
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FillOutlinePatternDrawableUBO drawable_ubo[];
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} drawableVector;
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struct FillOutlinePatternTilePropsUBO {
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vec4 pattern_from;
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vec4 pattern_to;
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vec2 texsize;
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float pad1;
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float pad2;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idFillTilePropsUBO) readonly buffer FillOutlinePatternTilePropsUBOVector {
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FillOutlinePatternTilePropsUBO tile_props_ubo[];
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} tilePropsVector;
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layout(set = LAYER_SET_INDEX, binding = idFillEvaluatedPropsUBO) uniform FillEvaluatedPropsUBO {
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vec4 color;
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vec4 outline_color;
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float opacity;
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float fade;
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float from_scale;
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float to_scale;
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} props;
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layout(location = 0) out vec2 frag_pos_a;
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layout(location = 1) out vec2 frag_pos_b;
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layout(location = 2) out vec2 frag_pos;
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#if !defined(HAS_UNIFORM_u_pattern_from)
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layout(location = 3) out mediump vec4 frag_pattern_from;
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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layout(location = 4) out mediump vec4 frag_pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 5) out lowp float frag_opacity;
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#endif
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void main() {
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const FillOutlinePatternDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
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const FillOutlinePatternTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
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#if defined(HAS_UNIFORM_u_pattern_from)
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const vec4 frag_pattern_from = tileProps.pattern_from;
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#else
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frag_pattern_from = in_pattern_from;
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const vec4 frag_pattern_to = tileProps.pattern_to;
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#else
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frag_pattern_to = in_pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t);
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#endif
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const vec2 pattern_tl_a = frag_pattern_from.xy;
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const vec2 pattern_br_a = frag_pattern_from.zw;
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const vec2 pattern_tl_b = frag_pattern_to.xy;
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const vec2 pattern_br_b = frag_pattern_to.zw;
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const float pixelRatio = paintParams.pixel_ratio;
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const float tileZoomRatio = drawable.tile_ratio;
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const float fromScale = props.from_scale;
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const float toScale = props.to_scale;
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const vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
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const vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
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const vec2 position2 = in_position.xy;
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gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0);
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applySurfaceTransform();
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frag_pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, position2),
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frag_pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, position2),
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frag_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * paintParams.world_size;
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}
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)";
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static constexpr auto fragment = R"(
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layout(location = 0) in vec2 frag_pos_a;
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layout(location = 1) in vec2 frag_pos_b;
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layout(location = 2) in vec2 frag_pos;
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#if !defined(HAS_UNIFORM_u_pattern_from)
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layout(location = 3) in vec4 frag_pattern_from;
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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layout(location = 4) in vec4 frag_pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 5) in lowp float frag_opacity;
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#endif
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layout(location = 0) out vec4 out_color;
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layout(push_constant) uniform Constants {
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int ubo_index;
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} constant;
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struct FillOutlinePatternTilePropsUBO {
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vec4 pattern_from;
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vec4 pattern_to;
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vec2 texsize;
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float pad1;
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float pad2;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idFillTilePropsUBO) readonly buffer FillOutlinePatternTilePropsUBOVector {
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FillOutlinePatternTilePropsUBO tile_props_ubo[];
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} tilePropsVector;
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layout(set = LAYER_SET_INDEX, binding = idFillEvaluatedPropsUBO) uniform FillEvaluatedPropsUBO {
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vec4 color;
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vec4 outline_color;
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float opacity;
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float fade;
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float from_scale;
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float to_scale;
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} props;
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layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image0_sampler;
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void main() {
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#if defined(OVERDRAW_INSPECTOR)
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out_color = vec4(1.0);
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return;
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#endif
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const FillOutlinePatternTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
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#if defined(HAS_UNIFORM_u_pattern_from)
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const vec4 pattern_from = tileProps.pattern_from;
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#else
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const vec4 pattern_from = frag_pattern_from;
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const vec4 pattern_to = tileProps.pattern_to;
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#else
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const vec4 pattern_to = frag_pattern_to;
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const float opacity = props.opacity;
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#else
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const float opacity = frag_opacity;
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#endif
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const vec2 pattern_tl_a = pattern_from.xy;
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const vec2 pattern_br_a = pattern_from.zw;
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const vec2 pattern_tl_b = pattern_to.xy;
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const vec2 pattern_br_b = pattern_to.zw;
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const vec2 imagecoord = mod(frag_pos_a, 1.0);
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const vec2 pos = mix(pattern_tl_a / tileProps.texsize, pattern_br_a / tileProps.texsize, imagecoord);
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const vec4 color1 = texture(image0_sampler, pos);
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const vec2 imagecoord_b = mod(frag_pos_b, 1.0);
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const vec2 pos2 = mix(pattern_tl_b / tileProps.texsize, pattern_br_b / tileProps.texsize, imagecoord_b);
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const vec4 color2 = texture(image0_sampler, pos2);
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const float dist = length(frag_pos - gl_FragCoord.xy);
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const float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
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out_color = mix(color1, color2, props.fade) * alpha * opacity;
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::FillOutlineTriangulatedShader, gfx::Backend::Type::Vulkan> {
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static constexpr const char* name = "FillOutlineTriangulatedShader";
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static const std::array<AttributeInfo, 2> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 0> textures;
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static constexpr auto prelude = fillShaderPrelude;
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static constexpr auto vertex = R"(
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layout(location = 0) in ivec2 in_pos_normal;
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layout(location = 1) in uvec4 in_data;
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layout(push_constant) uniform Constants {
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int ubo_index;
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} constant;
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struct FillOutlineTriangulatedDrawableUBO {
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mat4 matrix;
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float ratio;
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float pad1,
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float pad2
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float pad3;
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vec4 pad1;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idFillDrawableUBO) readonly buffer FillOutlineTriangulatedDrawableUBOVector {
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FillOutlineTriangulatedDrawableUBO drawable_ubo[];
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} drawableVector;
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layout(location = 0) out float frag_width2;
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layout(location = 1) out vec2 frag_normal;
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layout(location = 2) out float frag_gamma_scale;
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void main() {
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const FillOutlineTriangulatedDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
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const vec2 a_extrude = in_data.xy - 128.0;
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const vec2 pos = floor(in_pos_normal * 0.5);
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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// We store these in the least significant bit of in_pos_normal
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mediump vec2 normal = in_pos_normal - 2.0 * pos;
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frag_normal = vec2(normal.x, normal.y * 2.0 - 1.0);
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frag_normal.y *= -1.0;
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// these transformations used to be applied in the JS and native code bases.
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// moved them into the shader for clarity and simplicity.
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float width = 1.0;
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float halfwidth = width / 2.0;
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float outset = halfwidth + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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// Scale the extrusion vector down to a normal and then up by the line width
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// of this vertex.
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mediump vec2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
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vec4 projected_extrude = drawable.matrix * vec4(dist / drawable.ratio, 0.0, 0.0);
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gl_Position = drawable.matrix * vec4(pos, 0.0, 1.0) + projected_extrude;
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applySurfaceTransform();
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// calculate how much the perspective view squishes or stretches the extrude
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float extrude_length_without_perspective = length(dist);
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float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * paintParams.units_to_pixels);
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frag_width2 = outset;
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frag_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
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}
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)";
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static constexpr auto fragment = R"(
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layout(location = 0) in float frag_width2;
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layout(location = 1) in vec2 frag_normal;
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layout(location = 2) in float frag_gamma_scale;
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layout(location = 0) out vec4 out_color;
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layout(set = LAYER_SET_INDEX, binding = idFillEvaluatedPropsUBO) uniform FillEvaluatedPropsUBO {
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vec4 color;
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vec4 outline_color;
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float opacity;
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float fade;
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float from_scale;
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float to_scale;
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} props;
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void main() {
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#if defined(OVERDRAW_INSPECTOR)
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out_color = vec4(1.0);
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return;
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#endif
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// Calculate the distance of the pixel from the line in pixels.
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const float dist = length(frag_normal) * frag_width2;
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// Calculate the antialiasing fade factor. This is either when fading in the
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// line in case of an offset line (`v_width2.y`) or when fading out (`v_width2.x`)
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const float blur2 = (1.0 / DEVICE_PIXEL_RATIO) * frag_gamma_scale;
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const float alpha = clamp(min(dist + blur2, frag_width2 - dist) / blur2, 0.0, 1.0);
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out_color = props.outline_color * alpha * props.opacity;
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}
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)";
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};
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} // namespace shaders
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} // namespace mln
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