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backend/gl: fix anti-aliasing of rounded windows
Previous anti-aliasing fix causes windows to have a 1-pixel wide semi-transparent ridge. This fixes that and slightly improve how the corners are anti-aliased. Reported-by: Istvan Petres Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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commit
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1 changed files with 28 additions and 17 deletions
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@ -84,9 +84,11 @@ const char masking_glsl[] = GLSL(330,
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layout(location = UNIFORM_MASK_INVERTED_LOC)
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uniform bool mask_inverted;
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in vec2 texcoord;
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float mask_rectangle_sdf(vec2 point, vec2 half_size) {
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vec2 d = abs(point) - half_size;
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return length(max(d, 0.0));
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vec2 mask_rectangle_sdf(vec2 point, vec2 half_size) {
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vec2 d = max(abs(point) - half_size, 0.0);
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float l = length(d);
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// Add a small number to avoid 0/0.
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return vec2(l, l / (max(d.x, d.y) + 1e-8));
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}
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float mask_factor() {
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vec2 mask_size = textureSize(mask_tex, 0);
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@ -94,10 +96,11 @@ const char masking_glsl[] = GLSL(330,
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vec4 mask = texture2D(mask_tex, maskcoord / mask_size);
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if (mask_corner_radius != 0) {
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vec2 inner_size = mask_size - vec2(mask_corner_radius) * 2.0f;
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float dist = mask_rectangle_sdf(maskcoord - mask_size / 2.0f,
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inner_size / 2.0f) - mask_corner_radius + 1.0f;
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vec2 sdf = mask_rectangle_sdf(maskcoord - mask_size / 2.0f,
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inner_size / 2.0f);
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float dist = sdf.x - mask_corner_radius + sdf.y / 2.0f;
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if (dist > 0.0f) {
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mask.r *= (1.0f - clamp(dist, 0.0f, 1.0f));
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mask.r *= (1.0f - clamp(dist, 0.0f, sdf.y) / (sdf.y + 1e-8));
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}
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}
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if (mask_inverted) {
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@ -130,9 +133,13 @@ const char blit_shader_glsl[] = GLSL(330,
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uniform float time;
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// Signed distance field for rectangle center at (0, 0), with size of
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// half_size * 2
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float rectangle_sdf(vec2 point, vec2 half_size) {
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vec2 d = abs(point) - half_size;
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return length(max(d, 0.0));
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// Returns 2 number: the distance, and the approximate chord length inside
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// the pixel around `point`.
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vec2 rectangle_sdf(vec2 point, vec2 half_size) {
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vec2 d = max(abs(point) - half_size, 0.0);
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float l = length(d);
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// Add a small number to avoid 0/0.
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return vec2(l, l / (max(d.x, d.y) + 1e-8));
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}
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vec4 default_post_processing(vec4 c) {
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@ -162,16 +169,20 @@ const char blit_shader_glsl[] = GLSL(330,
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vec2 outer_size = effective_size;
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vec2 inner_size = outer_size - vec2(corner_radius) * 2.0f;
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// +1.0 so the last 1-pixel ring of the rounded rectangle will transition
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// smoothly from 1 to 0 for anti-aliasing. If we don't do this, everything
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// inside the corner radius will be solid, and we will have an extra 1-pixel
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// feathering outside the corner radius, which makes it look bad.
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float rect_distance = rectangle_sdf(texcoord - outer_size / 2.0f,
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inner_size / 2.0f) - corner_radius + 1.0f;
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vec2 sdf = rectangle_sdf(texcoord - outer_size / 2.0f,
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inner_size / 2.0f);
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// For anti-aliasing, we estimate how much of the pixel is covered by the rounded
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// rectangle. This differs depends on at what angle the circle sweeps through the
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// pixel. e.g. if it goes from corner to corner, then the coverage goes from 0 to
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// 1 when the distance goes from -sqrt(2)/2 to +sqrt(2)/2; if it goes from egde to
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// edge, then the coverage goes from 0 to 1 when the distance goes from -0.5 to 0.5.
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// The chord length returned by `rectangle_sdf` is an approximation of this.
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float rect_distance = sdf.x - corner_radius + sdf.y / 2.0f;
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// Add a small number to sdf.y to avoid 0/0
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if (rect_distance > 0.0f) {
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c = (1.0f - clamp(rect_distance, 0.0f, 1.0f)) * rim_color;
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c = (1.0f - clamp(rect_distance, 0.0f, sdf.y) / (sdf.y + 1e-8)) * rim_color;
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} else {
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float factor = clamp(rect_distance + border_width, 0.0f, 1.0f);
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float factor = clamp(rect_distance + border_width, 0.0f, sdf.y) / (sdf.y + 1e-8);
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c = (1.0f - factor) * c + factor * border_color;
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}
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}
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