Copy updated WR shaders.

This commit is contained in:
Glenn Watson 2016-08-13 05:50:31 +10:00
parent a22913569c
commit 3543cc6098
7 changed files with 58 additions and 12 deletions

View file

@ -218,18 +218,19 @@ void do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
}
}
bool point_in_rect(vec2 p, vec2 p0, vec2 p1) {
return p.x >= p0.x &&
p.y >= p0.y &&
p.x <= p1.x &&
p.y <= p1.y;
float squared_distance_from_rect(vec2 p, vec2 origin, vec2 size) {
vec2 clamped = clamp(p, origin, origin + size);
return distance(clamped, p);
}
vec2 init_transform_fs(vec3 local_pos, vec4 local_rect) {
vec2 init_transform_fs(vec3 local_pos, vec4 local_rect, out float fragment_alpha) {
fragment_alpha = 1.0;
vec2 pos = local_pos.xy / local_pos.z;
if (!point_in_rect(pos, local_rect.xy, local_rect.xy + local_rect.zw)) {
discard;
float squared_distance = squared_distance_from_rect(pos, local_rect.xy, local_rect.zw);
if (squared_distance != 0) {
float delta = length(fwidth(local_pos.xy));
fragment_alpha = smoothstep(1.0, 0.0, squared_distance / delta * 2);
}
return pos;