73 lines
1.8 KiB
GLSL
73 lines
1.8 KiB
GLSL
#version 450
|
|
|
|
layout(location = 1) in vec2 texCoord;
|
|
layout(location = 0) out vec4 outColor;
|
|
|
|
layout(set = 4, binding = 0) uniform LabelData
|
|
{
|
|
vec4 color;
|
|
vec2 textSize;
|
|
vec2 bboxCenter;
|
|
float radius;
|
|
float arrowLength;
|
|
float arrowWidth;
|
|
bool hasRoundedCorners;
|
|
bool hasArrow;
|
|
} labelInfo;
|
|
|
|
void main()
|
|
{
|
|
if (labelInfo.hasRoundedCorners || labelInfo.hasArrow)
|
|
{
|
|
vec2 bbox = vec2(labelInfo.textSize);
|
|
const float arrowLength = int(labelInfo.hasArrow) * labelInfo.arrowLength;
|
|
float arrowWidth = labelInfo.arrowWidth;
|
|
vec2 uvScaled = texCoord;
|
|
|
|
float distX = min(uvScaled.x, bbox.x - uvScaled.x);
|
|
float distY = min(uvScaled.y - arrowLength, bbox.y - uvScaled.y);
|
|
float distanceFromCorner = distX * distY;
|
|
|
|
if (distanceFromCorner < labelInfo.radius)
|
|
{
|
|
// plain arrow
|
|
if (labelInfo.hasArrow && !labelInfo.hasRoundedCorners)
|
|
{
|
|
// Some bias to prevent line between arrow and label +
|
|
// check that we are dealing with lower parts of the label where arrow should be drawn,
|
|
// to prevent discarding fragments from upper corners
|
|
if (distY <= 0.01 && uvScaled.y < (bbox.y - arrowWidth) && arrowLength != 0.0f)
|
|
{
|
|
arrowWidth = arrowWidth * ((arrowLength + distY) / arrowLength);
|
|
if (distX < (bbox.x - arrowWidth) * 0.5)
|
|
{
|
|
discard;
|
|
}
|
|
}
|
|
}
|
|
// TODO: rounded corners + rounded arrow.
|
|
// now renders rounded corners and sharp arrow
|
|
else if (labelInfo.hasArrow && labelInfo.hasRoundedCorners)
|
|
{
|
|
if (distY <= 0.05 && uvScaled.y < (bbox.y - arrowWidth) && arrowLength != 0.0f)
|
|
{
|
|
arrowWidth = arrowWidth * ((arrowLength + distY) / arrowLength);
|
|
if (distX < (bbox.x - arrowWidth) * 0.5)
|
|
{
|
|
discard;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
discard;
|
|
}
|
|
}
|
|
// no arrow, rounded corners
|
|
else
|
|
{
|
|
discard;
|
|
}
|
|
}
|
|
}
|
|
outColor = labelInfo.color;
|
|
} |