#pragma once #include #include #include "SharedValues.hpp" // makes a stencil without corners inline const std::string FRAGBORDER1 = R"#( precision highp float; varying vec4 v_color; varying vec2 v_texcoord; uniform vec2 topLeft; uniform vec2 fullSize; uniform vec2 fullSizeUntransformed; uniform float radius; uniform float radiusOuter; uniform float thick; uniform vec4 gradient[10]; uniform int gradientLength; uniform float angle; uniform float alpha; vec4 getColorForCoord(vec2 normalizedCoord) { if (gradientLength < 2) return gradient[0]; float finalAng = 0.0; if (angle > 4.71 /* 270 deg */) { normalizedCoord[1] = 1.0 - normalizedCoord[1]; finalAng = 6.28 - angle; } else if (angle > 3.14 /* 180 deg */) { normalizedCoord[0] = 1.0 - normalizedCoord[0]; normalizedCoord[1] = 1.0 - normalizedCoord[1]; finalAng = angle - 3.14; } else if (angle > 1.57 /* 90 deg */) { normalizedCoord[0] = 1.0 - normalizedCoord[0]; finalAng = 3.14 - angle; } else { finalAng = angle; } float sine = sin(finalAng); float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradientLength - 1); int bottom = int(floor(progress)); int top = bottom + 1; return gradient[top] * (progress - float(bottom)) + gradient[bottom] * (float(top) - progress); } void main() { highp vec2 pixCoord = vec2(gl_FragCoord); highp vec2 pixCoordOuter = pixCoord; highp vec2 originalPixCoord = v_texcoord; originalPixCoord *= fullSizeUntransformed; float additionalAlpha = 1.0; vec4 pixColor = vec4(1.0, 1.0, 1.0, 1.0); bool done = false; pixCoord -= topLeft + fullSize * 0.5; pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0; pixCoordOuter = pixCoord; pixCoord -= fullSize * 0.5 - radius; pixCoordOuter -= fullSize * 0.5 - radiusOuter; // center the pixes dont make it top-left pixCoord += vec2(1.0, 1.0) / fullSize; 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 + 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 + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0)); additionalAlpha *= normalized; done = true; } else if (distOuter < radiusOuter - h) { additionalAlpha = 1.0; done = true; } } // now check for other shit if (!done) { // distance to all straight bb borders float distanceT = originalPixCoord[1]; float distanceB = fullSizeUntransformed[1] - originalPixCoord[1]; float distanceL = originalPixCoord[0]; float distanceR = fullSizeUntransformed[0] - originalPixCoord[0]; // get the smallest float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR)); if (smallest > thick) discard; } if (additionalAlpha == 0.0) discard; pixColor = getColorForCoord(v_texcoord); pixColor.rgb *= pixColor[3]; pixColor *= alpha * additionalAlpha; gl_FragColor = pixColor; } )#";