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-rw-r--r--src/render/shaders/Border.hpp10
-rw-r--r--src/render/shaders/SharedValues.hpp3
-rw-r--r--src/render/shaders/Textures.hpp6
3 files changed, 16 insertions, 3 deletions
diff --git a/src/render/shaders/Border.hpp b/src/render/shaders/Border.hpp
index a33694a7..1f4a1d97 100644
--- a/src/render/shaders/Border.hpp
+++ b/src/render/shaders/Border.hpp
@@ -1,6 +1,8 @@
#pragma once
#include <string>
+#include <format>
+#include "SharedValues.hpp"
// makes a stencil without corners
inline const std::string FRAGBORDER1 = R"#(
@@ -72,18 +74,22 @@ void main() {
pixCoordOuter += vec2(1.0, 1.0) / fullSize;
if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) {
+ // smoothing constant for the edge: more = blurrier, but smoother
+ const float SMOOTHING_CONSTANT = )#" +
+ std::format("{:.7f}", SHADER_ROUNDED_SMOOTHING_FACTOR) + R"#(;
+
float dist = length(pixCoord);
float distOuter = length(pixCoordOuter);
float h = (thick / 2.0);
if (dist < radius - h) {
// lower
- float normalized = smoothstep(0.0, 1.0, dist - radius + thick + 0.5);
+ float normalized = smoothstep(0.0, 1.0, (dist - radius + thick + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
additionalAlpha *= normalized;
done = true;
} else if (min(pixCoordOuter.x, pixCoordOuter.y) > 0.0) {
// higher
- float normalized = 1.0 - smoothstep(0.0, 1.0, distOuter - radiusOuter + 0.5);
+ float normalized = 1.0 - smoothstep(0.0, 1.0, (distOuter - radiusOuter + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
additionalAlpha *= normalized;
done = true;
} else if (distOuter < radiusOuter - h) {
diff --git a/src/render/shaders/SharedValues.hpp b/src/render/shaders/SharedValues.hpp
new file mode 100644
index 00000000..9a74c892
--- /dev/null
+++ b/src/render/shaders/SharedValues.hpp
@@ -0,0 +1,3 @@
+#pragma once
+
+constexpr float SHADER_ROUNDED_SMOOTHING_FACTOR = M_PI / 5.34665792551; \ No newline at end of file
diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp
index e99d0a49..b203ad04 100644
--- a/src/render/shaders/Textures.hpp
+++ b/src/render/shaders/Textures.hpp
@@ -1,6 +1,8 @@
#pragma once
#include <string>
+#include <format>
+#include "SharedValues.hpp"
inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
return R"#(
@@ -13,7 +15,9 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
pixCoord -= fullSize * 0.5 - radius;
pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
- const float SMOOTHING_CONSTANT = 0.651724; // smoothing constant for the edge: more = blurrier, but smoother
+ // smoothing constant for the edge: more = blurrier, but smoother
+ const float SMOOTHING_CONSTANT = )#" +
+ std::format("{:.7f}", SHADER_ROUNDED_SMOOTHING_FACTOR) + R"#(;
if (pixCoord.x + pixCoord.y > radius) {