vulkan: Antialiasing for linear gradients

Shaders are complicated now...
This commit is contained in:
Benjamin Otte 2023-06-08 21:42:18 +02:00
parent 0a0f0d9e7e
commit 2883f4b7a2

View File

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