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uniform vec3 checkerColorAndSize;
noperspective in vec2 uvInterp;
noperspective in float butCo;
flat in float discardFac;
flat in float shadeTri;
flat in vec2 outRectSize;
flat in vec4 outRoundCorners;
noperspective in vec4 innerColor;
flat in vec4 borderColor;
flat in vec4 embossColor;
flat in float lineWidth;
out vec4 fragColor;
vec3 compute_masks(vec2 uv)
{
bool upper_half = uv.y > outRectSize.y * 0.5;
bool right_half = uv.x > outRectSize.x * 0.5;
float corner_rad;
/* Correct aspect ratio for 2D views not using uniform scalling.
* uv is already in pixel space so a uniform scale should give us a ratio of 1. */
float ratio = (butCo != -2.0) ? (dFdy(uv.y) / dFdx(uv.x)) : 1.0;
vec2 uv_sdf = uv;
uv_sdf.x *= ratio;
if (right_half) {
uv_sdf.x = outRectSize.x * ratio - uv_sdf.x;
}
if (upper_half) {
uv_sdf.y = outRectSize.y - uv_sdf.y;
corner_rad = right_half ? outRoundCorners.z : outRoundCorners.w;
}
else {
corner_rad = right_half ? outRoundCorners.y : outRoundCorners.x;
}
/* Fade emboss at the border. */
float emboss_size = upper_half ? 0.0 : min(1.0, uv_sdf.x / (corner_rad * ratio));
/* Signed distance field from the corner (in pixel).
* inner_sdf is sharp and outer_sdf is rounded. */
uv_sdf -= corner_rad;
float inner_sdf = max(0.0, min(uv_sdf.x, uv_sdf.y));
float outer_sdf = -length(min(uv_sdf, 0.0));
float sdf = inner_sdf + outer_sdf + corner_rad;
/* Clamp line width to be at least 1px wide. This can happen if the projection matrix
* has been scaled (i.e: Node editor)... */
float line_width = (lineWidth > 0.0) ? max(fwidth(uv.y), lineWidth) : 0.0;
const float aa_radius = 0.5;
vec3 masks;
masks.x = smoothstep(-aa_radius, aa_radius, sdf);
masks.y = smoothstep(-aa_radius, aa_radius, sdf - line_width);
masks.z = smoothstep(-aa_radius, aa_radius, sdf + line_width * emboss_size);
/* Compose masks together to avoid having too much alpha. */
masks.zx = max(vec2(0.0), masks.zx - masks.xy);
return masks;
}
vec4 do_checkerboard()
{
float size = checkerColorAndSize.z;
vec2 phase = mod(gl_FragCoord.xy, size * 2.0);
if ((phase.x > size && phase.y < size) || (phase.x < size && phase.y > size)) {
return vec4(checkerColorAndSize.xxx, 1.0);
}
else {
return vec4(checkerColorAndSize.yyy, 1.0);
}
}
void main()
{
if (min(1.0, -butCo) > discardFac) {
discard;
}
vec3 masks = compute_masks(uvInterp);
if (butCo > 0.0) {
/* Alpha checker widget. */
if (butCo > 0.5) {
vec4 checker = do_checkerboard();
fragColor = mix(checker, innerColor, innerColor.a);
}
else {
/* Set alpha to 1.0. */
fragColor = innerColor;
}
fragColor.a = 1.0;
}
else {
/* Premultiply here. */
fragColor = innerColor * vec4(innerColor.aaa, 1.0);
}
fragColor *= masks.y;
fragColor += masks.x * borderColor;
fragColor += masks.z * embossColor;
/* Un-premult because the blend equation is already doing the mult. */
if (fragColor.a > 0.0) {
fragColor.rgb /= fragColor.a;
}
fragColor = blender_srgb_to_framebuffer_space(fragColor);
}
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