2025-06-01 16:44:31 +02:00
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#version 450
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2025-06-10 23:02:44 +02:00
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layout(set = 3, binding = 0) uniform Viewport {
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ivec2 view;
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};
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2025-06-15 18:54:35 +02:00
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layout(location = 0) in vec4 in_color;
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layout(location = 1) in vec4 in_quad_size; // x,y, w,h
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layout(location = 2) in float in_radius;
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2025-06-10 12:54:03 +02:00
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2025-06-01 16:44:31 +02:00
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layout(location = 0) out vec4 fragColor;
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2025-06-10 12:54:03 +02:00
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// SDF for a rounded rectangle given the centerpoint, half size and radius, all in pixels
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2025-06-15 18:54:35 +02:00
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float sdf_rr(vec2 p, vec2 half_size, float radius) {
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2025-06-10 12:54:03 +02:00
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vec2 q = abs(p) - half_size + radius;
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return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
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}
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2025-06-01 16:44:31 +02:00
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void main()
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{
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2025-06-15 18:54:35 +02:00
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vec2 centerpoint = in_quad_size.xy + in_quad_size.zw * 0.5;
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vec2 half_size = in_quad_size.zw * 0.5;
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float distance = sdf_rr(vec2(gl_FragCoord) - centerpoint, half_size, in_radius);
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2025-06-25 10:47:23 +02:00
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float alpha = 1.0 - smoothstep(0.0, 1.5, distance);
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2025-06-10 12:54:03 +02:00
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2025-06-15 18:54:35 +02:00
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fragColor = vec4(in_color.rgb, in_color.a * alpha);
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2025-06-01 16:44:31 +02:00
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}
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