#define BIT_RANGE(x) uint((1 << x) - 1) /* 2 bits for corner */ /* Attention! Not the same order as in UI_interface.h! * Ordered by drawing order. */ #define BOTTOM_LEFT 0u #define BOTTOM_RIGHT 1u #define TOP_RIGHT 2u #define TOP_LEFT 3u #define CNR_FLAG_RANGE BIT_RANGE(2) /* 4bits for corner id */ #define CORNER_VEC_OFS 2u #define CORNER_VEC_RANGE BIT_RANGE(4) const vec2 cornervec[36] = vec2[36](vec2(0.0, 1.0), vec2(0.02, 0.805), vec2(0.067, 0.617), vec2(0.169, 0.45), vec2(0.293, 0.293), vec2(0.45, 0.169), vec2(0.617, 0.076), vec2(0.805, 0.02), vec2(1.0, 0.0), vec2(-1.0, 0.0), vec2(-0.805, 0.02), vec2(-0.617, 0.067), vec2(-0.45, 0.169), vec2(-0.293, 0.293), vec2(-0.169, 0.45), vec2(-0.076, 0.617), vec2(-0.02, 0.805), vec2(0.0, 1.0), vec2(0.0, -1.0), vec2(-0.02, -0.805), vec2(-0.067, -0.617), vec2(-0.169, -0.45), vec2(-0.293, -0.293), vec2(-0.45, -0.169), vec2(-0.617, -0.076), vec2(-0.805, -0.02), vec2(-1.0, 0.0), vec2(1.0, 0.0), vec2(0.805, -0.02), vec2(0.617, -0.067), vec2(0.45, -0.169), vec2(0.293, -0.293), vec2(0.169, -0.45), vec2(0.076, -0.617), vec2(0.02, -0.805), vec2(0.0, -1.0)); #define INNER_FLAG uint(1 << 10) /* is inner vert */ #ifndef USE_GPU_SHADER_CREATE_INFO uniform mat4 ModelViewProjectionMatrix; uniform vec4 parameters[4]; #endif /* radi and rad per corner */ #define recti parameters[0] #define rect parameters[1] #define radsi parameters[2].x #define rads parameters[2].y #define roundCorners parameters[3] #ifndef USE_GPU_SHADER_CREATE_INFO in uint vflag; out float shadowFalloff; #endif void main() { uint cflag = vflag & CNR_FLAG_RANGE; uint vofs = (vflag >> CORNER_VEC_OFS) & CORNER_VEC_RANGE; vec2 v = cornervec[cflag * 9u + vofs]; bool is_inner = (vflag & INNER_FLAG) != 0u; shadowFalloff = (is_inner) ? 1.0 : 0.0; /* Scale by corner radius */ v *= roundCorners[cflag] * ((is_inner) ? radsi : rads); /* Position to corner */ vec4 rct = (is_inner) ? recti : rect; if (cflag == BOTTOM_LEFT) { v += rct.xz; } else if (cflag == BOTTOM_RIGHT) { v += rct.yz; } else if (cflag == TOP_RIGHT) { v += rct.yw; } else /* (cflag == TOP_LEFT) */ { v += rct.xw; } gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0); }