/*
* 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 .
*/
struct ShapeFragmentUniforms {
float4 bounds;
float4 points[3];
float4 viewport;
float4 color;
float4 params;
};
[[vk::binding(0, 3)]]
ConstantBuffer 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;
}