feat: revamp 2D pipeline to use SDF's for rendering
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#version 460
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_nonuniform_qualifier : enable
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#include "bindless.glsl"
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#include "shape2d.glsl"
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layout (location = 0) in vec2 inLocalPos;
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layout (location = 1) in vec2 inQuadPos;
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layout (location = 2) flat in uint inShapeIndex;
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layout (location = 0) out vec4 outFragColor;
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float sdRoundedRect(vec2 p, vec2 halfSize, float radius)
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{
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radius = min(radius, min(halfSize.x, halfSize.y));
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vec2 q = abs(p) - halfSize + radius;
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return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
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}
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// Approximate, but exact on the boundary which is what the edge and outline need
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float sdEllipse(vec2 p, vec2 radii)
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{
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radii = max(radii, vec2(1e-4));
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float k0 = length(p / radii);
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float k1 = length(p / (radii * radii));
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return k0 < 1e-4 ? -min(radii.x, radii.y) : k0 * (k0 - 1.0) / k1;
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}
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float sdTriangle(vec2 p, vec2 p0, vec2 p1, vec2 p2)
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{
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vec2 e0 = p1 - p0, e1 = p2 - p1, e2 = p0 - p2;
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vec2 v0 = p - p0, v1 = p - p1, v2 = p - p2;
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vec2 pq0 = v0 - e0 * clamp(dot(v0, e0) / max(dot(e0, e0), 1e-8), 0.0, 1.0);
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vec2 pq1 = v1 - e1 * clamp(dot(v1, e1) / max(dot(e1, e1), 1e-8), 0.0, 1.0);
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vec2 pq2 = v2 - e2 * clamp(dot(v2, e2) / max(dot(e2, e2), 1e-8), 0.0, 1.0);
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float winding = sign(e0.x * e2.y - e0.y * e2.x);
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vec2 d = min(min(vec2(dot(pq0, pq0), winding * (v0.x * e0.y - v0.y * e0.x)),
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vec2(dot(pq1, pq1), winding * (v1.x * e1.y - v1.y * e1.x))),
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vec2(dot(pq2, pq2), winding * (v2.x * e2.y - v2.y * e2.x)));
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return -sqrt(d.x) * sign(d.y);
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}
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void main()
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{
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Shape2D shape = pcs.shapeBuffer.shapes[inShapeIndex];
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float dist;
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if (shape.type == SHAPE_ELLIPSE) {
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dist = sdEllipse(inLocalPos, shape.halfSize);
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} else if (shape.type == SHAPE_TRIANGLE) {
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dist = sdTriangle(inLocalPos, shape.p0, shape.p1, shape.p2);
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} else {
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dist = sdRoundedRect(inLocalPos, shape.halfSize, shape.cornerRadius);
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}
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// Outlines grow inwards so the outer edge matches the filled shape
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if (shape.outline > 0.0) {
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dist = abs(dist + shape.outline * 0.5) - shape.outline * 0.5;
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}
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float edgeWidth = max(fwidth(dist), 1e-4);
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float coverage = clamp(0.5 - dist / edgeWidth, 0.0, 1.0);
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vec2 uv = mix(shape.uvRect.xy, shape.uvRect.zw, clamp(inQuadPos, 0.0, 1.0));
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vec4 texColor = sampleTexture2D(shape.textureId, shape.samplerId, uv);
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outFragColor = texColor * shape.color;
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outFragColor.a *= coverage;
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}
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