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900a4e4d31
Move the resources of each renderer to its subdirectory. We've previously done that for the ngl renderer, but it is better to be consistent and do it for all the renderers.
99 lines
3.5 KiB
GLSL
99 lines
3.5 KiB
GLSL
#version 420 core
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#include "clip.vert.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inCornerWidths;
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layout(location = 2) in vec4 inCornerHeights;
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layout(location = 3) in vec4 inBorderWidths;
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layout(location = 4) in mat4 inBorderColors;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out flat vec4 outColor;
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layout(location = 2) out flat vec4 outRect;
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layout(location = 3) out flat vec4 outCornerWidths;
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layout(location = 4) out flat vec4 outCornerHeights;
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layout(location = 5) out flat vec4 outBorderWidths;
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(1.0, 1.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0) };
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#define TOP 0
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#define RIGHT 1
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#define BOTTOM 2
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#define LEFT 3
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#define TOP_LEFT 0
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#define TOP_RIGHT 1
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#define BOTTOM_RIGHT 2
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#define BOTTOM_LEFT 3
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#define SLICE_TOP_LEFT 0
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#define SLICE_TOP 1
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#define SLICE_TOP_RIGHT 2
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#define SLICE_RIGHT 3
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#define SLICE_BOTTOM_RIGHT 4
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#define SLICE_BOTTOM 5
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#define SLICE_BOTTOM_LEFT 6
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#define SLICE_LEFT 7
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void main() {
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int slice_index = gl_VertexIndex / 6;
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int vert_index = gl_VertexIndex % 6;
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vec4 corner_widths = max (inCornerWidths, inBorderWidths.wyyw);
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vec4 corner_heights = max (inCornerHeights, inBorderWidths.xxzz);
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vec4 rect;
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switch (slice_index)
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{
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case SLICE_TOP_LEFT:
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rect = vec4(inRect.xy, corner_widths[TOP_LEFT], corner_heights[TOP_LEFT]);
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vert_index = (vert_index + 3) % 6;
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break;
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case SLICE_TOP:
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rect = vec4(inRect.x + corner_widths[TOP_LEFT], inRect.y, inRect.z - corner_widths[TOP_LEFT] - corner_widths[TOP_RIGHT], inBorderWidths[TOP]);
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outColor = inBorderColors[TOP];
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break;
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case SLICE_TOP_RIGHT:
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rect = vec4(inRect.x + inRect.z - corner_widths[TOP_RIGHT], inRect.y, corner_widths[TOP_RIGHT], corner_heights[TOP_RIGHT]);
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break;
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case SLICE_RIGHT:
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rect = vec4(inRect.x + inRect.z - inBorderWidths[RIGHT], inRect.y + corner_heights[TOP_RIGHT], inBorderWidths[RIGHT], inRect.w - corner_heights[TOP_RIGHT] - corner_heights[BOTTOM_RIGHT]);
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outColor = inBorderColors[RIGHT];
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break;
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case SLICE_BOTTOM_RIGHT:
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rect = vec4(inRect.x + inRect.z - corner_widths[BOTTOM_RIGHT], inRect.y + inRect.w - corner_heights[BOTTOM_RIGHT], corner_widths[BOTTOM_RIGHT], corner_heights[BOTTOM_RIGHT]);
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break;
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case SLICE_BOTTOM:
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rect = vec4(inRect.x + corner_widths[BOTTOM_LEFT], inRect.y + inRect.w - inBorderWidths[BOTTOM], inRect.z - corner_widths[BOTTOM_LEFT] - corner_widths[BOTTOM_RIGHT], inBorderWidths[BOTTOM]);
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break;
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case SLICE_BOTTOM_LEFT:
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rect = vec4(inRect.x, inRect.y + inRect.w - corner_heights[BOTTOM_LEFT], corner_widths[BOTTOM_LEFT], corner_heights[BOTTOM_LEFT]);
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vert_index = (vert_index + 3) % 6;
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break;
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case SLICE_LEFT:
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rect = vec4(inRect.x, inRect.y + corner_heights[TOP_LEFT], inBorderWidths[LEFT], inRect.w - corner_heights[TOP_LEFT] - corner_heights[BOTTOM_LEFT]);
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break;
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}
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rect = clip (rect);
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vec2 pos;
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if ((slice_index % 4) != 0 || (vert_index % 3) != 2)
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pos = rect.xy + rect.zw * offsets[vert_index];
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else
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pos = rect.xy + rect.zw * vec2(1.0 - offsets[vert_index].x, offsets[vert_index].y);
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gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
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outColor = inBorderColors[((gl_VertexIndex / 3 + 15) / 4) % 4];
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outPos = pos;
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outRect = inRect;
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outCornerWidths = inCornerWidths;
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outCornerHeights = inCornerHeights;
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outBorderWidths = inBorderWidths;
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}
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