Crafter.Graphics/shaders/ui-circles.comp.glsl

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2026-05-02 21:08:20 +02:00
#version 460
#extension GL_GOOGLE_include_directive : enable
#include "ui-shared.glsl"
layout(push_constant) uniform PC {
UIDispatchHeader hdr;
} pc;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main() {
ivec2 screenPx;
if (!uiResolveScreenPixel(pc.hdr, screenPx)) return;
vec4 dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
vec2 sp = vec2(screenPx) + 0.5;
for (uint i = 0u; i < pc.hdr.itemCount; ++i) {
CircleItem it = LoadCircleItem(pc.hdr.itemBuffer, i);
vec2 center = it.centerRadius.xy;
float radius = it.centerRadius.z;
if (radius <= 0.0) continue;
// Cheap bounding-box reject.
if (abs(sp.x - center.x) > radius + 1.0) continue;
if (abs(sp.y - center.y) > radius + 1.0) continue;
float d = length(sp - center) - radius;
float bodyA = clamp(0.5 - d, 0.0, 1.0);
if (bodyA <= 0.0 && it.outline.x <= 0.0) continue;
vec4 src = vec4(it.color.rgb, it.color.a * bodyA);
if (it.outline.x > 0.0) {
float t = abs(d + it.outline.x * 0.5) - it.outline.x * 0.5;
float outlineA = clamp(0.5 - t, 0.0, 1.0);
src.rgb = mix(src.rgb, it.outline.yzw, outlineA);
src.a = max(src.a, outlineA);
}
if (src.a <= 0.0) continue;
dst = uiBlendOver(dst, src);
}
imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
}