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vulkan: Antialiasing for linear gradients
Shaders are complicated now...
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parent
0a0f0d9e7e
commit
2883f4b7a2
@ -4,11 +4,6 @@
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#include "clip.frag.glsl"
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#include "rect.frag.glsl"
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struct ColorStop {
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float offset;
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vec4 color;
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};
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in flat Rect inRect;
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layout(location = 2) in float inGradientPos;
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@ -18,47 +13,116 @@ layout(location = 5) in flat int inStopCount;
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layout(location = 0) out vec4 color;
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ColorStop
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get_stop(int i)
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float
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get_offset (int i)
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{
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ColorStop result;
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return get_float (inStopOffset + i * 5);
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}
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result.offset = get_float(inStopOffset + i * 5);
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result.color = vec4(get_float(inStopOffset + i * 5 + 1),
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get_float(inStopOffset + i * 5 + 2),
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get_float(inStopOffset + i * 5 + 3),
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get_float(inStopOffset + i * 5 + 4));
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vec4
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get_color (int i)
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{
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i = clamp (i, 0, inStopCount - 1);
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return color = vec4 (get_float (inStopOffset + i * 5 + 1),
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get_float (inStopOffset + i * 5 + 2),
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get_float (inStopOffset + i * 5 + 3),
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get_float (inStopOffset + i * 5 + 4));
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}
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vec4
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get_color_for_range_unscaled (float start,
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float end)
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{
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vec4 result = vec4 (0);
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float offset;
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int i;
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for (i = 0; i < inStopCount; i++)
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{
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offset = get_offset (i);
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if (offset >= start)
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break;
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}
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if (i == inStopCount)
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offset = 1;
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float last_offset = i > 0 ? get_offset (i - 1) : 0;
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vec4 last_color = get_color (i - 1);
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vec4 color = get_color (i);
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if (last_offset < start)
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{
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last_color = mix (last_color, color, (start - last_offset) / (offset - last_offset));
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last_offset = start;
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}
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if (end <= start)
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return last_color;
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for (; i < inStopCount; i++)
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{
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offset = get_offset (i);
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color = get_color (i);
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if (offset >= end)
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break;
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result += 0.5 * (color + last_color) * (offset - last_offset);
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last_offset = offset;
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last_color = color;
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}
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if (i == inStopCount)
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{
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offset = 1;
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color = get_color (i);
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}
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if (offset > end)
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{
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color = mix (last_color, color, (end - last_offset) / (offset - last_offset));
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offset = end;
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}
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result += 0.5 * (color + last_color) * (offset - last_offset);
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return result;
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}
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vec4
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get_color_for_range (float start,
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float end)
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{
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return get_color_for_range_unscaled (start, end) / (end - start);
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}
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void main()
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{
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float pos;
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vec4 c;
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float pos_start, pos_end;
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float dPos = 0.5 * abs (fwidth (inGradientPos));
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if (inRepeating != 0)
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pos = fract (inGradientPos);
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else
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pos = clamp (inGradientPos, 0, 1);
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ColorStop stop = get_stop (0);
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float last_offset = stop.offset;
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color = stop.color;
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for (int i = 1; i < inStopCount; i++)
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{
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stop = get_stop(i);
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if (stop.offset < pos)
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color = stop.color;
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pos_start = inGradientPos - dPos;
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pos_end = inGradientPos + dPos;
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if (floor (pos_end) > floor (pos_start))
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{
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float fract_end = fract(pos_end);
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float fract_start = fract(pos_start);
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float n = floor (pos_end) - floor (pos_start);
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if (fract_end > fract_start + 0.01)
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c = get_color_for_range_unscaled (fract_start, fract_end);
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else if (fract_start > fract_end + 0.01)
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c = -get_color_for_range_unscaled (fract_end, fract_start);
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c += get_color_for_range_unscaled (0.0, 1.0) * n;
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c /= pos_end - pos_start;
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}
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else
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color = mix (color, stop.color, clamp((pos - last_offset) / (stop.offset - last_offset), 0, 1));
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last_offset = stop.offset;
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if (last_offset >= pos)
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break;
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{
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c = get_color_for_range (fract (pos_start), fract (pos_end));
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}
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}
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else
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{
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pos_start = clamp (inGradientPos - dPos, 0, 1);
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pos_end = clamp (inGradientPos + dPos, 0, 1);
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c = get_color_for_range (pos_start, pos_end);
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}
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if (last_offset < pos)
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color = mix (color, stop.color, clamp((pos - last_offset) / (1 - last_offset), 0, 1));
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float alpha = color.a * rect_coverage (inRect, inPos);
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color = clip_scaled (inPos, vec4(color.rgb, 1) * alpha);
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float alpha = c.a * rect_coverage (inRect, inPos);
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color = clip_scaled (inPos, vec4(c.rgb, 1) * alpha);
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}
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