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Improved procedural masks
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@@ -15,33 +15,6 @@ uniform vec4 uv;
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uniform vec2 size;
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uniform float blur;
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// See: http://www.iquilezles.org/www/articles/ellipsoids/ellipsoids.htm
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float sdEllipse( in vec2 p, in vec2 e )
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{
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p = abs( p );
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if( e.x<e.y ) { p = p.yx; e = e.yx; }
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vec2 r = e*e;
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vec2 z = p/e;
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vec2 n = r*z;
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float g = dot(z,z) - 1.0;
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float s0 = z.y - 1.0;
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float s1 = (g<0.0) ? 0.0 : length( n )/r.y - 1.0;
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float s = 0.0;
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for( int i=0; i<64; i++ )
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{
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s = 0.5*(s0+s1);
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vec2 ratio = n/(r.y*s+r);
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g = dot(ratio,ratio) - 1.0;
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if( g>0.0 ) s0=s; else s1=s;
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}
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vec2 q = p*r/(r.y*s+r);
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return length( p-q ) * (((p.y-q.y)<0.0)?-1.0:1.0);
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}
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float sdRoundBox( in vec2 p, in vec2 b, in float r )
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{
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vec2 q = abs(p)-b+r;
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@@ -52,11 +25,10 @@ void main()
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{
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vec2 uv = -1.0 + 2.0 * gl_FragCoord.xy / iResolution.xy;
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uv.x *= iResolution.x / iResolution.y;
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// float d = sdEllipse( uv, vec2(size.x * iResolution.x/iResolution.y, size.y) );
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float d = sdRoundBox( uv, vec2(size.x * iResolution.x/iResolution.y, size.y), blur * 0.5 );
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vec3 col = vec3(1.0- sign(d));
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vec3 col = vec3(1.0 - sign(d));
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col *= 1.0 - exp( -60.0/ (blur * 100.f + 1.0) * abs(d));
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FragColor = vec4( col, 1.0 );
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@@ -16,6 +16,13 @@ uniform vec2 size;
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uniform float blur;
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// See: http://www.iquilezles.org/www/articles/ellipsoids/ellipsoids.htm
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float sdEllipsoid( in vec2 p, in vec2 r )
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{
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float k0 = length(p/r);
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float k1 = length(p/(r*r));
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return k0*(k0-1.0)/k1;
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}
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float sdEllipse( in vec2 p, in vec2 e )
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{
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p = abs( p );
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@@ -46,6 +53,7 @@ void main()
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{
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vec2 uv = -1.0 + 2.0 * gl_FragCoord.xy / iResolution.xy;
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uv.x *= iResolution.x / iResolution.y;
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float d = sdEllipse( uv, vec2(size.x * iResolution.x/iResolution.y, size.y) );
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vec3 col = vec3(1.0- sign(d));
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55
rsc/shaders/mask_round.fs
Normal file
55
rsc/shaders/mask_round.fs
Normal file
@@ -0,0 +1,55 @@
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#version 330 core
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out vec4 FragColor;
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in vec4 vertexColor;
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in vec2 vertexUV;
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// from General Shader
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uniform vec3 iResolution; // viewport resolution (in pixels)
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uniform mat4 iTransform; // image transformation
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uniform vec4 color; // drawing color
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uniform vec4 uv;
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// Mask Shader
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uniform vec2 size;
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uniform float blur;
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uniform float invert;
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float udSegment( in vec2 p, in vec2 a, in vec2 b )
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{
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vec2 ba = b-a;
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vec2 pa = p-a;
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float h =clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
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return length(pa-h*ba);
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}
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void main()
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{
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float ar = iResolution.x / iResolution.y;
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vec2 uv = -1.0 + 2.0 * gl_FragCoord.xy / iResolution.xy;
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uv.x *= ar;
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float th = 0.0;
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vec2 v1;
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vec2 v2;
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vec2 rect = size;
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rect.x *= ar;
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if(rect.x < rect.y) {
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th = rect.x;
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v1 = vec2(0.0, -rect.y + th) ;
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v2 = vec2(0.0, rect.y - th) ;
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}
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else {
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th = rect.y;
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v1 = vec2(-rect.x + th, 0.0) ;
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v2 = vec2( rect.x - th, 0.0) ;
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}
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float d = udSegment( uv, v1, v2 )- th;
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vec3 col = vec3(1.0- sign(d));
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col *= 1.0 - exp( -60.0/ (blur * 100.0 + 1.0) * abs(d));
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FragColor = vec4( col, 1.0 );
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}
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