Files
OpenVulkano/openVulkanoCpp/Shader/label.frag
2025-01-05 23:34:20 +01:00

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;
}