Unify circular corner geometry and shader masks

This commit is contained in:
Samuel Onoja committed 2026-10-01 16:08:54 +01:00
1 parent 0162870cca
commit f110ec80e1
19 files changed
+277 -135

No files matched your search

@@ -19,11 +19,11 @@ uniform float presentation_alpha;
uniform float background_opacity;
uniform vec4 tint;
varying vec2 v_coords;
//_CORNERS_
void main() {
vec2 half_size = visible_rect.zw * 0.5;
vec2 d = abs(gl_FragCoord.xy - visible_rect.xy - half_size) - (half_size - vec2(material_radius));
float sdf = length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - material_radius;
float coverage = alpha * presentation_alpha * (1.0 - smoothstep(-0.5, 0.5, sdf));
float sdf = rounded_rect_distance(gl_FragCoord.xy, visible_rect, material_radius);
float coverage = alpha * presentation_alpha * edge_coverage(sdf);
if (coverage <= 0.0) { gl_FragColor = vec4(0.0); return; }
vec2 coords = (gl_FragCoord.xy - capture_origin) / texture_size;
vec4 color = vec4(0.0);
@@ -0,0 +1,10 @@
// Coordinates and radius are physical pixels. Rust clamps the outer radius.
float rounded_rect_distance(vec2 point, vec4 rect, float radius) {
vec2 half_size = rect.zw * 0.5;
vec2 d = abs(point - rect.xy - half_size) - (half_size - vec2(radius));
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - radius;
}
float edge_coverage(float distance) {
return 1.0 - smoothstep(-0.5, 0.5, distance);
}
@@ -9,17 +9,13 @@ uniform vec4 shadow_rect;
uniform vec2 shadow_values;
varying vec2 v_coords;
float rounded_distance(vec2 point, vec4 rect) {
vec2 half_size = rect.zw * 0.5;
float radius = min(material_radius, min(half_size.x, half_size.y));
vec2 d = abs(point - rect.xy - half_size) - (half_size - vec2(radius));
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - radius;
}
//_CORNERS_
void main() {
float sdf = rounded_distance(gl_FragCoord.xy, visible_rect);
float coverage = 1.0 - smoothstep(-0.5, 0.5, sdf);
float sdf = rounded_rect_distance(gl_FragCoord.xy, visible_rect, material_radius);
float coverage = edge_coverage(sdf);
if (paint_mode > 0.5) {
float distance = max(rounded_distance(gl_FragCoord.xy, shadow_rect), 0.0);
float distance = max(rounded_rect_distance(gl_FragCoord.xy, shadow_rect, material_radius), 0.0);
float sigma = max(shadow_values.x * 0.5, 0.5);
float opacity = exp(-0.5 * distance * distance / (sigma * sigma))
* shadow_values.y * (1.0 - coverage) * alpha;
@@ -18,23 +18,16 @@ varying vec2 v_coords;
uniform float tint;
#endif
void main() {
vec2 point = gl_FragCoord.xy - clip_rect.xy;
vec2 half_size = clip_rect.zw * 0.5;
vec2 distance = abs(point - half_size) - (half_size - vec2(radius));
float signed_distance = length(max(distance, 0.0))
+ min(max(distance.x, distance.y), 0.0)
- radius;
float outer_coverage = 1.0 - smoothstep(-0.5, 0.5, signed_distance);
//_CORNERS_
vec2 inner_half_size = max(half_size - vec2(border_width), vec2(0.0));
void main() {
float signed_distance = rounded_rect_distance(gl_FragCoord.xy, clip_rect, radius);
float outer_coverage = edge_coverage(signed_distance);
vec2 inner_size = max(clip_rect.zw - vec2(2.0 * border_width), vec2(0.0));
vec4 inner_rect = vec4(clip_rect.xy + (clip_rect.zw - inner_size) * 0.5, inner_size);
float inner_radius = max(radius - border_width, 0.0);
vec2 inner_distance = abs(point - half_size)
- (inner_half_size - vec2(inner_radius));
float inner_signed_distance = length(max(inner_distance, 0.0))
+ min(max(inner_distance.x, inner_distance.y), 0.0)
- inner_radius;
float inner_coverage = 1.0 - smoothstep(-0.5, 0.5, inner_signed_distance);
float inner_coverage = edge_coverage(rounded_rect_distance(gl_FragCoord.xy, inner_rect, inner_radius));
float coverage = max(outer_coverage - inner_coverage, 0.0);
float progress = clamp(dot(gl_FragCoord.xy - gradient_line.xy, gradient_line.zw), 0.0, 1.0);
// Interpolate premultiplied endpoints: a transparent endpoint must not
@@ -22,6 +22,8 @@ varying vec2 v_coords;
uniform float tint;
#endif
//_CORNERS_
void main() {
vec4 color = texture2D(tex, v_coords);
@@ -31,13 +33,8 @@ void main() {
color = color * alpha;
#endif
vec2 point = gl_FragCoord.xy - clip_rect.xy;
vec2 half_size = clip_rect.zw * 0.5;
vec2 distance = abs(point - half_size) - (half_size - vec2(radius));
float signed_distance = length(max(distance, 0.0))
+ min(max(distance.x, distance.y), 0.0)
- radius;
float coverage = 1.0 - smoothstep(-0.5, 0.5, signed_distance);
float signed_distance = rounded_rect_distance(gl_FragCoord.xy, clip_rect, radius);
float coverage = edge_coverage(signed_distance);
color *= coverage;
#if defined(DEBUG_FLAGS)
@@ -13,13 +13,10 @@ varying vec2 v_coords;
uniform float tint;
#endif
//_CORNERS_
void main() {
vec2 point = gl_FragCoord.xy - shadow_rect.xy;
vec2 half_size = shadow_rect.zw * 0.5;
vec2 distance = abs(point - half_size) - (half_size - vec2(radius));
float signed_distance = length(max(distance, 0.0))
+ min(max(distance.x, distance.y), 0.0)
- radius;
float signed_distance = rounded_rect_distance(gl_FragCoord.xy, shadow_rect, radius);
float sigma = max(blur * 0.5, 0.5);
float normalized_distance = max(signed_distance, 0.0) / sigma;
float coverage = exp(-0.5 * normalized_distance * normalized_distance);