diff options
Diffstat (limited to 'shaders/shape.frag.slang')
| -rw-r--r-- | shaders/shape.frag.slang | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/shaders/shape.frag.slang b/shaders/shape.frag.slang new file mode 100644 index 0000000..b75625b --- /dev/null +++ b/shaders/shape.frag.slang @@ -0,0 +1,65 @@ +/* + * Tuxánci 2 - A first person shooter + * Copyright (C) 2025-2026 Connor Thomson + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <https://www.gnu.org/licenses/>. + */ + +struct ShapeFragmentUniforms { + float4 bounds; + float4 points[3]; + float4 viewport; + float4 color; + float4 params; +}; + +[[vk::binding(0, 3)]] +ConstantBuffer<ShapeFragmentUniforms> uniforms : register(b0, space3); + +struct FSOutput { + float4 color : SV_Target0; +}; + +FSOutput main(float2 uv : TEXCOORD0) { + uint shape_type = (uint)uniforms.params.x; + float distance_from_edge = 0.0; + float coverage = 1.0; + + if (shape_type == 1) { + distance_from_edge = min( + min(uv.x * uniforms.bounds.z, (1.0 - uv.x) * uniforms.bounds.z), + min(uv.y * uniforms.bounds.w, (1.0 - uv.y) * uniforms.bounds.w) + ); + float edge_width = max(fwidth(distance_from_edge), 0.5); + coverage = 1.0 - smoothstep(uniforms.params.y - edge_width, uniforms.params.y + edge_width, distance_from_edge); + } else if (shape_type >= 3 && shape_type <= 4) { + float2 center_offset = (uv - 0.5) * uniforms.bounds.zw; + float radius = min(uniforms.bounds.z, uniforms.bounds.w) * 0.5; + float distance_from_center = length(center_offset); + float edge_width = max(fwidth(distance_from_center), 0.5); + if (shape_type == 3 && distance_from_center > radius) { + coverage = 1.0 - smoothstep(radius - edge_width, radius + edge_width, distance_from_center); + } + if (shape_type == 4) { + float outer_coverage = 1.0 - smoothstep(radius - edge_width, radius + edge_width, distance_from_center); + float inner_coverage = smoothstep(radius - uniforms.params.y - edge_width, radius - uniforms.params.y + edge_width, distance_from_center); + coverage = outer_coverage * inner_coverage; + } + } + + FSOutput output; + output.color = uniforms.color; + output.color.a *= coverage; + return output; +} |