rework label shader
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@@ -1,44 +1,73 @@
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#version 450
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layout(location = 0) in vec4 color;
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layout(location = 1) in vec2 texCoord;
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layout(location = 0) out vec4 outColor;
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layout(set = 5, binding = 0) uniform LabelData
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{
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vec2 textSize;
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vec4 textSize;
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vec4 color;
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vec4 bboxCenter;
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float radius;
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float arrowLength;
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float arrowWidth;
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bool hasRoundedCorners;
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bool hasArrow;
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} labelInfo;
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void main()
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{
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if (labelInfo.hasRoundedCorners)
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{
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vec2 bbox;
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if (!labelInfo.hasArrow)
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{
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bbox = labelInfo.textSize;
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}
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else
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{
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bbox = vec2(labelInfo.textSize.x, labelInfo.textSize.y + labelInfo.arrowLength);
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}
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if (labelInfo.hasRoundedCorners || labelInfo.hasArrow)
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{
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vec2 bbox = vec2(labelInfo.textSize);
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const float arrowLength = int(labelInfo.hasArrow) * labelInfo.arrowLength;
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float arrowWidth = labelInfo.arrowWidth;
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vec2 uvScaled = texCoord;
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const float arrowLength = labelInfo.hasArrow ? labelInfo.arrowLength : 0;
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vec2 uvScaled = texCoord * bbox;
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//vec2 uvNoArrow = texCoord * labelInfo.textSize;
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float distX = min(uvScaled.x, bbox.x - uvScaled.x);
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float distY = min(uvScaled.y - arrowLength, bbox.y - uvScaled.y);
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float distanceFromEdge = distX * distY;
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float scaledRadius = labelInfo.radius/10000.f;
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if (distanceFromEdge < scaledRadius)
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float distanceFromCorner = distX * distY;
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if (distanceFromCorner < labelInfo.radius)
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{
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discard;
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}
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// plain arrow
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if (labelInfo.hasArrow && !labelInfo.hasRoundedCorners)
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{
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// Some bias to prevent line between arrow and label +
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// check that we are dealing with lower parts of the label where arrow should be drawn,
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// to prevent discarding fragments from upper corners
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if (distY <= 0.01 && uvScaled.y < (bbox.y - arrowWidth) && arrowLength != 0.0f)
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{
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arrowWidth = arrowWidth * ((arrowLength + distY) / arrowLength);
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if (distX < (bbox.x - arrowWidth) * 0.5)
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{
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discard;
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}
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}
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}
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// TODO: rounded corners + rounded arrow.
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// now renders rounded corners and sharp arrow
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else if (labelInfo.hasArrow && labelInfo.hasRoundedCorners)
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{
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if (distY <= 0.05 && uvScaled.y < (bbox.y - arrowWidth) && arrowLength != 0.0f)
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{
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arrowWidth = arrowWidth * ((arrowLength + distY) / arrowLength);
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if (distX < (bbox.x - arrowWidth) * 0.5)
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{
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discard;
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}
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}
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else
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{
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discard;
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}
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}
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// no arrow, rounded corners
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else
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{
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discard;
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}
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}
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}
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outColor = color;
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outColor = labelInfo.color;
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}
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