UI: Widgets: Reduce constants count in shader
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@ -12,42 +12,15 @@
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/* 4bits for corner id */
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#define CORNER_VEC_OFS 2u
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#define CORNER_VEC_RANGE BIT_RANGE(4)
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const vec2 cornervec[36] = vec2[36](vec2(0.0, 1.0),
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vec2(0.02, 0.805),
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vec2(0.067, 0.617),
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vec2(0.169, 0.45),
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vec2(0.293, 0.293),
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vec2(0.45, 0.169),
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vec2(0.617, 0.076),
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vec2(0.805, 0.02),
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vec2(1.0, 0.0),
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vec2(-1.0, 0.0),
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vec2(-0.805, 0.02),
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vec2(-0.617, 0.067),
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vec2(-0.45, 0.169),
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vec2(-0.293, 0.293),
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vec2(-0.169, 0.45),
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vec2(-0.076, 0.617),
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vec2(-0.02, 0.805),
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vec2(0.0, 1.0),
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vec2(0.0, -1.0),
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vec2(-0.02, -0.805),
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vec2(-0.067, -0.617),
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vec2(-0.169, -0.45),
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vec2(-0.293, -0.293),
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vec2(-0.45, -0.169),
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vec2(-0.617, -0.076),
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vec2(-0.805, -0.02),
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vec2(-1.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.805, -0.02),
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vec2(0.617, -0.067),
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vec2(0.45, -0.169),
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vec2(0.293, -0.293),
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vec2(0.169, -0.45),
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vec2(0.076, -0.617),
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vec2(0.02, -0.805),
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vec2(0.0, -1.0));
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const vec2 cornervec[9] = vec2[9](vec2(0.0, 1.0),
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vec2(0.02, 0.805),
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vec2(0.067, 0.617),
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vec2(0.169, 0.45),
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vec2(0.293, 0.293),
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vec2(0.45, 0.169),
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vec2(0.617, 0.076),
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vec2(0.805, 0.02),
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vec2(1.0, 0.0));
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/* 4bits for jitter id */
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#define JIT_OFS 6u
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@ -189,26 +162,26 @@ vec2 do_widget(void)
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{
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uint cflag = vflag & CNR_FLAG_RANGE;
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uint vofs = (vflag >> CORNER_VEC_OFS) & CORNER_VEC_RANGE;
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vec2 v = cornervec[cflag * 9u + vofs];
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bool is_inner = (vflag & INNER_FLAG) != 0u;
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vec2 v = cornervec[vofs];
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/* Scale by corner radius */
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v *= roundCorners[cflag] * ((is_inner) ? radsi : rads);
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/* Position to corner */
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/* Flip in the right direction and osition to corner */
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vec4 rct = (is_inner) ? recti : rect;
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if (cflag == BOTTOM_LEFT) {
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v += rct.xz;
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}
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else if (cflag == BOTTOM_RIGHT) {
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v = vec2(-v.y, v.x);
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v += rct.yz;
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}
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else if (cflag == TOP_RIGHT) {
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v = -v;
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v += rct.yw;
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}
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else /* (cflag == TOP_LEFT) */ {
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v = vec2(v.y, -v.x);
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v += rct.xw;
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}
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