gtk/gsk/vulkan/resources/rect.glsl
Benjamin Otte 87c9503293 vulkan: Rewrite AA shaders to respect scale
The border and color shaders - the ones that do AA - now multiply their
coordinates by the scale factor, which gives them better rounding
capabilities.

This in particular improves the case where they are used in fractional
scaling situations, where the scale is defined at the root element.
2023-06-04 19:42:01 +02:00

59 lines
1.1 KiB
GLSL

#ifndef _RECT_
#define _RECT_
struct Rect
{
/* x,y and y,w make up the 2 points of this rect,
note that this is not containing width or height */
vec4 bounds;
};
Rect
rect_from_gsk (vec4 xywh)
{
return Rect((xywh.xyxy + vec4(0,0,xywh.zw)) * push.scale.xyxy);
}
float
rect_distance (Rect r, vec2 p)
{
vec4 distance = (r.bounds - p.xyxy) * vec4(1.0, 1.0, -1.0, -1.0);
vec2 max2 = max (distance.xy, distance.zw);
return length (max (max2, 0)) + min (max(max2.x, max2.y), 0);
}
vec2
rect_size (Rect r)
{
return r.bounds.zw - r.bounds.xy;
}
Rect
rect_round_larger (Rect r)
{
return Rect (vec4 (floor(r.bounds.xy), ceil (r.bounds.zw)));
}
Rect
rect_round_larger_smaller (Rect r)
{
return Rect (mix (floor(r.bounds), ceil (r.bounds), bvec4(0, 1, 1, 0)));
}
Rect
rect_round_smaller_larger (Rect r)
{
return Rect (mix (floor(r.bounds), ceil (r.bounds), bvec4(1, 0, 0, 1)));
}
Rect
rect_intersect (Rect a, Rect b)
{
vec4 result = vec4(max(a.bounds.xy, b.bounds.xy), min(a.bounds.zw, b.bounds.zw));
if (any (greaterThanEqual (result.xy, result.zw)))
return Rect (vec4(0.0));
return Rect(result);
}
#endif