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gl renderer: Move more work to the vertex shaders
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@ -1,25 +1,34 @@
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// VERTEX_SHADER:
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uniform vec4 u_color;
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_OUT_ vec4 final_color;
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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final_color = u_color;
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final_color.rgb *= final_color.a;
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final_color *= u_alpha;
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}
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// FRAGMENT_SHADER:
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uniform float u_spread;
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uniform vec4 u_color;
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uniform vec2 u_offset;
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uniform vec4[3] u_outline_rect;
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_IN_ vec4 final_color;
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void main() {
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vec4 f = gl_FragCoord;
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vec4 color;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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RoundedRect outside = create_rect(u_outline_rect);
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RoundedRect inside = rounded_rect_shrink(outside, vec4(u_spread));
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vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
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color = color * clamp (rounded_rect_coverage (outside, f.xy) -
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rounded_rect_coverage (inside, f.xy - u_offset),
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0.0, 1.0);
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setOutputColor(color * u_alpha);
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color = final_color * clamp (rounded_rect_coverage (outside, f.xy) -
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rounded_rect_coverage (inside, f.xy - u_offset),
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0.0, 1.0);
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setOutputColor(color);
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}
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@ -1,27 +1,34 @@
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// VERTEX_SHADER:
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uniform vec4 u_color;
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_OUT_ vec4 final_color;
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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final_color = u_color;
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final_color.rgb *= final_color.a;
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final_color *= u_alpha;
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}
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// FRAGMENT_SHADER:
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uniform float u_spread;
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uniform vec4 u_color;
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uniform vec2 u_offset;
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uniform vec4[3] u_outline_rect;
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_IN_ vec4 final_color;
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void main() {
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vec4 f = gl_FragCoord;
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vec4 color;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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RoundedRect inside = create_rect(u_outline_rect);
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RoundedRect outside = rounded_rect_shrink(inside, vec4(- u_spread));
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vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
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color = color * clamp (rounded_rect_coverage (outside, f.xy - u_offset) -
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rounded_rect_coverage (inside, f.xy),
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0.0, 1.0);
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setOutputColor(color * u_alpha);
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color = final_color * clamp (rounded_rect_coverage (outside, f.xy - u_offset) -
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rounded_rect_coverage (inside, f.xy),
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0.0, 1.0);
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setOutputColor(color);
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}
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