tweak renderer API

This commit is contained in:
Alessandro Mauri 2025-06-10 23:02:44 +02:00
parent 177e52b0d0
commit 2014c67bfd
10 changed files with 424 additions and 247 deletions

View file

@ -0,0 +1,21 @@
#version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(set = 2, binding = 0) uniform sampler2D tx;
layout(location = 0) in vec2 uv;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 fragColor;
void main()
{
ivec2 ts = textureSize(tx, 0);
vec2 fts = vec2(float(ts.x), float(ts.y));
vec2 real_uv = uv / fts;
vec4 opacity = texture(tx, real_uv);
fragColor = vec4(color.rgb, color.a*opacity.r);
}

View file

@ -0,0 +1,35 @@
#version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(set = 2, binding = 0) uniform sampler2D tx;
const float PX_RANGE = 4.0f;
layout(location = 0) in vec2 uv;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 fragColor;
float screen_px_range(vec2 uv) {
vec2 unit_range = vec2(PX_RANGE)/vec2(textureSize(tx, 0));
vec2 texel_size = vec2(1.0)/fwidth(uv);
return max(0.5*dot(unit_range, texel_size), 1.0);
}
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
void main() {
ivec2 ts = textureSize(tx, 0);
vec2 fts = vec2(float(ts.x), float(ts.y));
vec2 real_uv = uv / fts;
vec3 msd = texture(tx, real_uv).rgb;
float sd = median(msd.r, msd.g, msd.b);
float distance = screen_px_range(real_uv)*(sd - 0.5);
float opacity = clamp(distance + 0.5, 0.0, 1.0);
fragColor = color * opacity;
}

View file

@ -1,5 +1,9 @@
#version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(location = 0) in vec4 color;
layout(location = 1) in vec2 local_position;
layout(location = 2) in vec2 global_position;

View file

@ -2,7 +2,6 @@
layout(set = 1, binding = 0) uniform Viewport {
ivec2 view;
ivec2 off;
};
layout(location = 0) in ivec2 position;
@ -16,17 +15,12 @@ layout(location = 3) out float radius;
void main()
{
// per vertex shift
vec2 shift;
shift.x = float(off.x) / view.x;
shift.y = -(float(off.y) / view.y);
// vertex position
vec2 pos;
pos.x = float(position.x)*2.0 / view.x - 1.0;
pos.y = -(float(position.y)*2.0 / view.y - 1.0);
gl_Position = vec4(pos+shift, 0.0, 1.0);
gl_Position = vec4(pos, 0.0, 1.0);
local_position = vec2(sign(uv));
global_position = gl_Position.xy;

View file

@ -1,5 +1,9 @@
#version 450
layout(set = 3, binding = 0) uniform Viewport {
ivec2 view;
};
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 fragColor;

View file

@ -2,7 +2,6 @@
layout(set = 1, binding = 0) uniform Viewport {
ivec2 view;
ivec2 not_needed;
};
layout(location = 0) in ivec2 position;
@ -10,6 +9,7 @@ layout(location = 1) in ivec2 in_uv;
layout(location = 2) in ivec4 color;
layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec4 out_color;
void main()
{
@ -19,4 +19,5 @@ void main()
gl_Position = vec4(pos, 0.0, 1.0);
out_uv = vec2(float(in_uv.x), float(in_uv.y));
out_color = vec4(color) / 255.0;
}

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resources/tux_inv.qoi Normal file

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