Backlog/engine/_archive/ui/shaders/FragmentHelpers.glsl

40 lines
921 B
GLSL

float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
float contour(float dist, float edge, float width) {
return clamp(smoothstep(edge - width, edge + width, dist), 0.0, 1.0);
}
float getSample(vec2 texCoord, float edge, float width) {
return contour(texture(tex, texCoord).r, edge, width);
}
bool scissor(vec2 position, vec2 topleft, vec2 size)
{
if(position.x >= topleft.x && position.x <= topleft.x + size.x &&
position.y >= topleft.y && position.y <= topleft.y + size.y )
{
return true;
}
return false;
}
bool rect(vec2 position, vec2 topleft, vec2 size)
{
if(position.x >= topleft.x && position.x <= topleft.x + size.x &&
position.y >= topleft.y && position.y <= topleft.y + size.y )
{
return true;
}
return false;
}
bool somewhatEqual(float left, float right)
{
return distance(left, right) < 1.0;
}