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https://github.com/TorqueGameEngines/Torque3D.git
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smoothing out results from gui shaders
roundedRectangle and circle drawing now smooth out their results
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2dc623df7e
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6 changed files with 57 additions and 52 deletions
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@ -34,33 +34,33 @@ uniform float2 rectCenter;
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uniform float borderSize;
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uniform float4 borderCol;
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float circle(float2 p, float radius)
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float circle(float2 p, float2 center, float r)
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{
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float dist = length(p - float2(0.5,0.5));
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return 1.0 - smoothstep(radius - (radius*0.01),
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radius + (radius*0.01),
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dot(dist,dist) * 4.0);
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return length(p - center);
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}
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float4 main(Conn IN) : TORQUE_TARGET0
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{
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float distance = length(IN.HPOS.xy - rectCenter);
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if(distance > radius)
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{
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discard;
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}
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float distance = circle(IN.HPOS.xy, rectCenter, radius);
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float4 fromColor = borderCol;
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float4 toColor = float4(0.0, 0.0, 0.0, 0.0);
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if(distance < radius)
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{
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if(distance < (radius - borderSize))
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distance = abs(distance) - radius;
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if(distance < (radius - (borderSize * 0.5)))
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{
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return IN.color;
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toColor = IN.color;
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distance = abs(distance) - (borderSize * 0.5);
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}
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else
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{
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return borderCol;
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}
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}
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return IN.color;
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float blend = smoothstep(0.0, 1.0, distance);
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return lerp(fromColor, toColor, blend);
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}
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distance = abs(distance) - radius;
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float blend = smoothstep(0.0, 1.0, distance);
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return lerp(fromColor, toColor, blend);
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}
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@ -30,34 +30,33 @@ struct Conn
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uniform float2 sizeUni;
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uniform float2 rectCenter;
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uniform float2 oneOverViewport;
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uniform float radius;
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uniform float borderSize;
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uniform float4 borderCol;
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float RoundedRectSDF(float2 p, float2 size, float radius)
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{
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float2 halfSize = size / 2.0;
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// Calculate distance to each side of the rectangle
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float2 dist = abs(p) - halfSize + radius;
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float2 dist = abs(p) - size + float2(radius, radius);
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// Compute the distance to the rounded corners
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float cornerDist = length(max(abs(p) - (halfSize - float2(radius, radius)), 0.0));
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float cornerDist = length(max(dist, 0.0));
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// Return the minimum distance (negative inside, positive outside)
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return min(max(dist.x, dist.y), 0.0) + cornerDist - radius;
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return min(max(dist.x, dist.y), 0.0) + cornerDist - radius;
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}
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float4 main(Conn IN) : TORQUE_TARGET0
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{
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float2 p = IN.HPOS.xy;
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float2 halfSize = sizeUni * 0.5;
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float halfBorder = borderSize * 0.5;
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p -= rectCenter;
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float halfBorder = borderSize * 0.5;
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float2 halfSize = sizeUni * 0.5;
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p -= rectCenter;
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// Calculate signed distance field for rounded rectangle
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float4 fromColor = IN.color;
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float4 fromColor = borderCol;
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// alpha
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float4 toColor = float4(0.0, 0.0, 0.0, 0.0);
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@ -73,9 +72,7 @@ float4 main(Conn IN) : TORQUE_TARGET0
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if(cornerRadius > 0.0 || halfBorder > 0.0)
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{
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float sdf = RoundedRectSDF(p, sizeUni, cornerRadius - halfBorder);
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clip(0.01 - sdf);
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float sdf = RoundedRectSDF(p, halfSize, cornerRadius - halfBorder);
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if(halfBorder > 0.0)
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{
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@ -87,20 +84,16 @@ float4 main(Conn IN) : TORQUE_TARGET0
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// (p.x >= halfSize.x - radius + halfBorder && p.x <= halfSize.x + radius - halfBorder) ) { // right border
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// }
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toColor = borderCol;
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toColor = IN.color;
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}
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sdf = abs(sdf) - halfBorder;
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// Apply smoothing to create rounded effect
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float blending = smoothstep(1.0, -1.0, sdf);
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return lerp(fromColor, toColor, blending);
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}
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else{
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fromColor = IN.color;
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}
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float alpha = smoothstep(1.0, 0.0, sdf);
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return float4(IN.color.rgb, IN.color.a * alpha);
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float alpha = smoothstep(-1.0, 1.0, sdf);
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return lerp(fromColor, toColor, alpha);
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}
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else
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{
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