Вопрос Как реализовать glow вокруг меню в ImGui?

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если есть, скиньте пожалуйста какие-то исходники.
 
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shadows.h:
#include "math.h"
ImVec4 operator/(ImVec4 p1, ImVec4 p2) { return ImVec4(p1.x / p2.x, p1.y / p2.y, p1.z / p2.z, p1.w / p2.w); }
//ImVec2 operator/(ImVec2 p1, ImVec2 p2) { return ImVec2(p1.x / p2.x, p1.y / p2.y); }
ImVec4 operator*(float val, ImVec4 p2) { return ImVec4(val * p2.x, val * p2.y, val * p2.z, val * p2.w); }
ImVec4 operator*(ImVec4 p2, float val) { return ImVec4(val * p2.x, val * p2.y, val * p2.z, val * p2.w); }
ImVec4 operator+(float val, ImVec4 p2) { return ImVec4(val + p2.x, val + p2.y, val + p2.z, val + p2.w); }
ImVec4 boxGaussianIntegral(ImVec4 x)
{
    const ImVec4 s = ImVec4(x.x > 0 ? 1.0f : -1.0f, x.y > 0 ? 1.0f : -1.0f, x.z > 0 ? 1.0f : -1.0f, x.w > 0 ? 1.0f : -1.0f);
    const ImVec4 a = ImVec4(fabsf(x.x), fabsf(x.y), fabsf(x.z), fabsf(x.w));
    const ImVec4 res = 1.0f + (0.278393f + (0.230389f + 0.078108f * (a * a)) * a) * a;
    const ImVec4 resSquared = res * res;
    return s - s / (resSquared * resSquared);
}

ImVec4 boxLinearInterpolation(ImVec4 x)
{
    const float maxClamp = 1.0f;
    const float minClamp = -1.0f;
    return ImVec4(x.x > maxClamp ? maxClamp : x.x < minClamp ? minClamp : x.x,
        x.y > maxClamp ? maxClamp : x.y < minClamp ? minClamp : x.y,
        x.z > maxClamp ? maxClamp : x.z < minClamp ? minClamp : x.z,
        x.w > maxClamp ? maxClamp : x.w < minClamp ? minClamp : x.w);
}

float boxShadow(ImVec2 lower, ImVec2 upper, ImVec2 point, float sigma, bool linearInterpolation)
{
    const ImVec2 pointLower = point - lower;
    const ImVec2 pointUpper = point - upper;
    const ImVec4 query = ImVec4(pointLower.x, pointLower.y, pointUpper.x, pointUpper.y);
    const ImVec4 pointToSample = query * (sqrtf(0.5f) / sigma);
    const ImVec4 integral = linearInterpolation ? 0.5f + 0.5f * boxLinearInterpolation(pointToSample) : 0.5f + 0.5f * boxGaussianIntegral(pointToSample);
    return (integral.z - integral.x) * (integral.w - integral.y);
}

struct RectangleShadowSettings
{
    // Inputs
    bool    linear = false;
    float   sigma = 17;
    ImVec2  padding = ImVec2(50, 50);
    ImVec2  rectPos;
    ImVec2  rectSize = menu_size;
    ImVec2  shadowOffset = ImVec2(0, 0);
    ImVec2  shadowSize = ImVec2(120, 50);
    ImColor shadowColor = ImColor(0.6f, 0.6f, 0.6f, 1.0f);

    int  rings = 10;
    int  spacingBetweenRings = 1;
    int  samplesPerCornerSide = 1;
    int  spacingBetweenSamples = 1;

    // Outputs
    int totalVertices = 0;
    int totalIndices = 0;

    // Visualization
    bool enableDebugVisualization = false;

};

void drawRectangleShadowVerticesAdaptive(ImDrawList* draw_listing,ImVec2 pos, ImVec2 size, ImColor shadowColor, ImVec2 shadowOffset, RectangleShadowSettings& settings)
{
    const int    samplesSpan = settings.samplesPerCornerSide * settings.spacingBetweenSamples;
    const int    halfWidth = static_cast<int>(size.x / 2);
    const int    numSamplesInHalfWidth = (halfWidth / settings.spacingBetweenSamples) == 0 ? 1 : halfWidth / settings.spacingBetweenSamples;
    const int    numSamplesWidth = samplesSpan > halfWidth ? numSamplesInHalfWidth : settings.samplesPerCornerSide;
    const int    halfHeight = static_cast<int>(size.y / 2);
    const int    numSamplesInHalfHeight = (halfHeight / settings.spacingBetweenSamples) == 0 ? 1 : halfHeight / settings.spacingBetweenSamples;
    const int    numSamplesHeight = samplesSpan > halfHeight ? numSamplesInHalfHeight : settings.samplesPerCornerSide;
    const int    numVerticesInARing = numSamplesWidth * 4 + numSamplesHeight * 4 + 4;
    const ImVec2 whiteTexelUV = ImGui::GetIO().Fonts->TexUvWhitePixel;
    const ImVec2 origin = ImGui::GetCursorScreenPos();
    const ImVec2 origin_pos = ImGui::GetWindowPos();
    const ImVec2 rectangleTopLeft = pos;
    const ImVec2 rectangleBottomRight = rectangleTopLeft + size;
    const ImVec2 rectangleTopRight = rectangleTopLeft + ImVec2(size.x, 0);
    const ImVec2 rectangleBottomLeft = rectangleTopLeft + ImVec2(0, size.y);

  //  ImColor shadowColor = ImColor(accent_color[0], accent_color[1], accent_color[2]);
    settings.totalVertices = numVerticesInARing * settings.rings;
    settings.totalIndices = 6 * (numVerticesInARing) * (settings.rings - 1);

    ImDrawList* drawList = /[I]ImGui::GetBackgroundDrawList();[/I]/draw_listing;
    drawList->PrimReserve(settings.totalIndices, settings.totalVertices);
    const ImDrawVert* shadowVertices = drawList->_VtxWritePtr;
    ImDrawVert* vertexPointer = drawList->_VtxWritePtr;

    for (int r = 0; r < settings.rings; ++r)
    {
        const float  adaptiveScale = (r / 2.5f) + 1;
        const ImVec2 ringOffset = ImVec2(adaptiveScale * r * settings.spacingBetweenRings, adaptiveScale * r * settings.spacingBetweenRings);
        for (int j = 0; j < 4; ++j)
        {
            ImVec2      corner;
            ImVec2      direction[2];
            const float spacingBetweenSamplesOnARing = static_cast<float>(settings.spacingBetweenSamples);
            switch (j)
            {
            case 0:
                corner = rectangleTopLeft + ImVec2(-ringOffset.x, -ringOffset.y);
                direction[0] = ImVec2(1, 0) * spacingBetweenSamplesOnARing;
                direction[1] = ImVec2(0, 1) * spacingBetweenSamplesOnARing;
                for (int i = 0; i < numSamplesWidth; ++i)
                {
                    const ImVec2 point = corner + direction[0] * (numSamplesWidth - i);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }

                shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, corner - settings.shadowOffset, settings.sigma, settings.linear);
                vertexPointer->pos = corner;
                vertexPointer->uv = whiteTexelUV;
                vertexPointer->col = shadowColor;
                vertexPointer++;

                for (int i = 0; i < numSamplesHeight; ++i)
                {
                    const ImVec2 point = corner + direction[1] * (i + 1);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }
                break;
            case 1:
                corner = rectangleBottomLeft + ImVec2(-ringOffset.x, +ringOffset.y);
                direction[0] = ImVec2(1, 0) * spacingBetweenSamplesOnARing;
                direction[1] = ImVec2(0, -1) * spacingBetweenSamplesOnARing;
                for (int i = 0; i < numSamplesHeight; ++i)
                {
                    const ImVec2 point = corner + direction[1] * (numSamplesHeight - i);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }

                shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, corner - settings.shadowOffset, settings.sigma, settings.linear);
                vertexPointer->pos = corner;
                vertexPointer->uv = whiteTexelUV;
                vertexPointer->col = shadowColor;
                vertexPointer++;

                for (int i = 0; i < numSamplesWidth; ++i)
                {
                    const ImVec2 point = corner + direction[0] * (i + 1);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }
                break;
            case 2:
                corner = rectangleBottomRight + ImVec2(+ringOffset.x, +ringOffset.y);
                direction[0] = ImVec2(-1, 0) * spacingBetweenSamplesOnARing;
                direction[1] = ImVec2(0, -1) * spacingBetweenSamplesOnARing;
                for (int i = 0; i < numSamplesWidth; ++i)
                {
                    const ImVec2 point = corner + direction[0] * (numSamplesWidth - i);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }

                shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, corner - settings.shadowOffset, settings.sigma, settings.linear);
                vertexPointer->pos = corner;
                vertexPointer->uv = whiteTexelUV;
                vertexPointer->col = shadowColor;
                vertexPointer++;

                for (int i = 0; i < numSamplesHeight; ++i)
                {
                    const ImVec2 point = corner + direction[1] * (i + 1);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }
                break;
            case 3:
                corner = rectangleTopRight + ImVec2(+ringOffset.x, -ringOffset.y);
                direction[0] = ImVec2(-1, 0) * spacingBetweenSamplesOnARing;
                direction[1] = ImVec2(0, 1) * spacingBetweenSamplesOnARing;
                for (int i = 0; i < numSamplesHeight; ++i)
                {
                    const ImVec2 point = corner + direction[1] * (numSamplesHeight - i);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }

                shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, corner - settings.shadowOffset, settings.sigma, settings.linear);
                vertexPointer->pos = corner;
                vertexPointer->uv = whiteTexelUV;
                vertexPointer->col = shadowColor;
                vertexPointer++;

                for (int i = 0; i < numSamplesWidth; ++i)
                {
                    const ImVec2 point = corner + direction[0] * (i + 1);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }
                break;
            }
        }
    }

    ImDrawIdx idx = (ImDrawIdx)drawList->_VtxCurrentIdx;

    for (int r = 0; r < settings.rings - 1; ++r)
    {
        const ImDrawIdx startOfRingIndex = idx;
        for (int i = 0; i < numVerticesInARing - 1; ++i)
        {
            drawList->_IdxWritePtr[0] = idx + 0;
            drawList->_IdxWritePtr[1] = idx + 1;
            drawList->_IdxWritePtr[2] = idx + numVerticesInARing;
            drawList->_IdxWritePtr[3] = idx + 1;
            drawList->_IdxWritePtr[4] = idx + numVerticesInARing + 1;
            drawList->_IdxWritePtr[5] = idx + numVerticesInARing;

            idx += 1;
            drawList->_IdxWritePtr += 6;
        }

        drawList->_IdxWritePtr[0] = idx + 0;
        drawList->_IdxWritePtr[1] = startOfRingIndex + 0;
        drawList->_IdxWritePtr[2] = startOfRingIndex + numVerticesInARing;
        drawList->_IdxWritePtr[3] = idx + 0;
        drawList->_IdxWritePtr[4] = startOfRingIndex + numVerticesInARing;
        drawList->_IdxWritePtr[5] = idx + numVerticesInARing;

        drawList->_IdxWritePtr += 6;
        idx += 1;
    }
    drawList->_VtxCurrentIdx += settings.totalVertices;

    if (settings.enableDebugVisualization)
    {
        const ImColor lineColor(0, 0, 255, 50);
        for (int r = 0; r < settings.rings - 1; ++r)
        {
            const ImDrawIdx startOfRingIndex = r * numVerticesInARing;

            ImVec2 a;
            ImVec2 b;
            for (int i = 0; i < numVerticesInARing - 1; ++i)
            {
                a = shadowVertices[startOfRingIndex + i + 1].pos;
                b = shadowVertices[startOfRingIndex + i + numVerticesInARing].pos;
                drawList->AddLine(a, b, lineColor);
                a = shadowVertices[startOfRingIndex + i + 0].pos;
                b = shadowVertices[startOfRingIndex + i + numVerticesInARing].pos;
                drawList->AddLine(a, b, lineColor);
                a = shadowVertices[startOfRingIndex + i + numVerticesInARing + 1].pos;
                b = shadowVertices[startOfRingIndex + i + numVerticesInARing].pos;
                drawList->AddLine(a, b, lineColor);
            }

            a = shadowVertices[startOfRingIndex + numVerticesInARing - 1].pos;
            b = shadowVertices[startOfRingIndex + numVerticesInARing].pos;
            drawList->AddLine(a, b, lineColor);
            a = shadowVertices[startOfRingIndex + numVerticesInARing + numVerticesInARing - 1].pos;
            b = shadowVertices[startOfRingIndex + numVerticesInARing].pos;
            drawList->AddLine(a, b, lineColor);
        }
    }
}
RectangleShadowSettings shadowSettings;
 
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shadows.h:
#include "math.h"
ImVec4 operator/(ImVec4 p1, ImVec4 p2) { return ImVec4(p1.x / p2.x, p1.y / p2.y, p1.z / p2.z, p1.w / p2.w); }
//ImVec2 operator/(ImVec2 p1, ImVec2 p2) { return ImVec2(p1.x / p2.x, p1.y / p2.y); }
ImVec4 operator*(float val, ImVec4 p2) { return ImVec4(val * p2.x, val * p2.y, val * p2.z, val * p2.w); }
ImVec4 operator*(ImVec4 p2, float val) { return ImVec4(val * p2.x, val * p2.y, val * p2.z, val * p2.w); }
ImVec4 operator+(float val, ImVec4 p2) { return ImVec4(val + p2.x, val + p2.y, val + p2.z, val + p2.w); }
ImVec4 boxGaussianIntegral(ImVec4 x)
{
    const ImVec4 s = ImVec4(x.x > 0 ? 1.0f : -1.0f, x.y > 0 ? 1.0f : -1.0f, x.z > 0 ? 1.0f : -1.0f, x.w > 0 ? 1.0f : -1.0f);
    const ImVec4 a = ImVec4(fabsf(x.x), fabsf(x.y), fabsf(x.z), fabsf(x.w));
    const ImVec4 res = 1.0f + (0.278393f + (0.230389f + 0.078108f * (a * a)) * a) * a;
    const ImVec4 resSquared = res * res;
    return s - s / (resSquared * resSquared);
}

ImVec4 boxLinearInterpolation(ImVec4 x)
{
    const float maxClamp = 1.0f;
    const float minClamp = -1.0f;
    return ImVec4(x.x > maxClamp ? maxClamp : x.x < minClamp ? minClamp : x.x,
        x.y > maxClamp ? maxClamp : x.y < minClamp ? minClamp : x.y,
        x.z > maxClamp ? maxClamp : x.z < minClamp ? minClamp : x.z,
        x.w > maxClamp ? maxClamp : x.w < minClamp ? minClamp : x.w);
}

float boxShadow(ImVec2 lower, ImVec2 upper, ImVec2 point, float sigma, bool linearInterpolation)
{
    const ImVec2 pointLower = point - lower;
    const ImVec2 pointUpper = point - upper;
    const ImVec4 query = ImVec4(pointLower.x, pointLower.y, pointUpper.x, pointUpper.y);
    const ImVec4 pointToSample = query * (sqrtf(0.5f) / sigma);
    const ImVec4 integral = linearInterpolation ? 0.5f + 0.5f * boxLinearInterpolation(pointToSample) : 0.5f + 0.5f * boxGaussianIntegral(pointToSample);
    return (integral.z - integral.x) * (integral.w - integral.y);
}

struct RectangleShadowSettings
{
    // Inputs
    bool    linear = false;
    float   sigma = 17;
    ImVec2  padding = ImVec2(50, 50);
    ImVec2  rectPos;
    ImVec2  rectSize = menu_size;
    ImVec2  shadowOffset = ImVec2(0, 0);
    ImVec2  shadowSize = ImVec2(120, 50);
    ImColor shadowColor = ImColor(0.6f, 0.6f, 0.6f, 1.0f);

    int  rings = 10;
    int  spacingBetweenRings = 1;
    int  samplesPerCornerSide = 1;
    int  spacingBetweenSamples = 1;

    // Outputs
    int totalVertices = 0;
    int totalIndices = 0;

    // Visualization
    bool enableDebugVisualization = false;

};

void drawRectangleShadowVerticesAdaptive(ImDrawList* draw_listing,ImVec2 pos, ImVec2 size, ImColor shadowColor, ImVec2 shadowOffset, RectangleShadowSettings& settings)
{
    const int    samplesSpan = settings.samplesPerCornerSide * settings.spacingBetweenSamples;
    const int    halfWidth = static_cast<int>(size.x / 2);
    const int    numSamplesInHalfWidth = (halfWidth / settings.spacingBetweenSamples) == 0 ? 1 : halfWidth / settings.spacingBetweenSamples;
    const int    numSamplesWidth = samplesSpan > halfWidth ? numSamplesInHalfWidth : settings.samplesPerCornerSide;
    const int    halfHeight = static_cast<int>(size.y / 2);
    const int    numSamplesInHalfHeight = (halfHeight / settings.spacingBetweenSamples) == 0 ? 1 : halfHeight / settings.spacingBetweenSamples;
    const int    numSamplesHeight = samplesSpan > halfHeight ? numSamplesInHalfHeight : settings.samplesPerCornerSide;
    const int    numVerticesInARing = numSamplesWidth * 4 + numSamplesHeight * 4 + 4;
    const ImVec2 whiteTexelUV = ImGui::GetIO().Fonts->TexUvWhitePixel;
    const ImVec2 origin = ImGui::GetCursorScreenPos();
    const ImVec2 origin_pos = ImGui::GetWindowPos();
    const ImVec2 rectangleTopLeft = pos;
    const ImVec2 rectangleBottomRight = rectangleTopLeft + size;
    const ImVec2 rectangleTopRight = rectangleTopLeft + ImVec2(size.x, 0);
    const ImVec2 rectangleBottomLeft = rectangleTopLeft + ImVec2(0, size.y);

  //  ImColor shadowColor = ImColor(accent_color[0], accent_color[1], accent_color[2]);
    settings.totalVertices = numVerticesInARing * settings.rings;
    settings.totalIndices = 6 * (numVerticesInARing) * (settings.rings - 1);

    ImDrawList* drawList = /[I]ImGui::GetBackgroundDrawList();[/I]/draw_listing;
    drawList->PrimReserve(settings.totalIndices, settings.totalVertices);
    const ImDrawVert* shadowVertices = drawList->_VtxWritePtr;
    ImDrawVert* vertexPointer = drawList->_VtxWritePtr;

    for (int r = 0; r < settings.rings; ++r)
    {
        const float  adaptiveScale = (r / 2.5f) + 1;
        const ImVec2 ringOffset = ImVec2(adaptiveScale * r * settings.spacingBetweenRings, adaptiveScale * r * settings.spacingBetweenRings);
        for (int j = 0; j < 4; ++j)
        {
            ImVec2      corner;
            ImVec2      direction[2];
            const float spacingBetweenSamplesOnARing = static_cast<float>(settings.spacingBetweenSamples);
            switch (j)
            {
            case 0:
                corner = rectangleTopLeft + ImVec2(-ringOffset.x, -ringOffset.y);
                direction[0] = ImVec2(1, 0) * spacingBetweenSamplesOnARing;
                direction[1] = ImVec2(0, 1) * spacingBetweenSamplesOnARing;
                for (int i = 0; i < numSamplesWidth; ++i)
                {
                    const ImVec2 point = corner + direction[0] * (numSamplesWidth - i);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }

                shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, corner - settings.shadowOffset, settings.sigma, settings.linear);
                vertexPointer->pos = corner;
                vertexPointer->uv = whiteTexelUV;
                vertexPointer->col = shadowColor;
                vertexPointer++;

                for (int i = 0; i < numSamplesHeight; ++i)
                {
                    const ImVec2 point = corner + direction[1] * (i + 1);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }
                break;
            case 1:
                corner = rectangleBottomLeft + ImVec2(-ringOffset.x, +ringOffset.y);
                direction[0] = ImVec2(1, 0) * spacingBetweenSamplesOnARing;
                direction[1] = ImVec2(0, -1) * spacingBetweenSamplesOnARing;
                for (int i = 0; i < numSamplesHeight; ++i)
                {
                    const ImVec2 point = corner + direction[1] * (numSamplesHeight - i);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }

                shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, corner - settings.shadowOffset, settings.sigma, settings.linear);
                vertexPointer->pos = corner;
                vertexPointer->uv = whiteTexelUV;
                vertexPointer->col = shadowColor;
                vertexPointer++;

                for (int i = 0; i < numSamplesWidth; ++i)
                {
                    const ImVec2 point = corner + direction[0] * (i + 1);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }
                break;
            case 2:
                corner = rectangleBottomRight + ImVec2(+ringOffset.x, +ringOffset.y);
                direction[0] = ImVec2(-1, 0) * spacingBetweenSamplesOnARing;
                direction[1] = ImVec2(0, -1) * spacingBetweenSamplesOnARing;
                for (int i = 0; i < numSamplesWidth; ++i)
                {
                    const ImVec2 point = corner + direction[0] * (numSamplesWidth - i);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }

                shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, corner - settings.shadowOffset, settings.sigma, settings.linear);
                vertexPointer->pos = corner;
                vertexPointer->uv = whiteTexelUV;
                vertexPointer->col = shadowColor;
                vertexPointer++;

                for (int i = 0; i < numSamplesHeight; ++i)
                {
                    const ImVec2 point = corner + direction[1] * (i + 1);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }
                break;
            case 3:
                corner = rectangleTopRight + ImVec2(+ringOffset.x, -ringOffset.y);
                direction[0] = ImVec2(-1, 0) * spacingBetweenSamplesOnARing;
                direction[1] = ImVec2(0, 1) * spacingBetweenSamplesOnARing;
                for (int i = 0; i < numSamplesHeight; ++i)
                {
                    const ImVec2 point = corner + direction[1] * (numSamplesHeight - i);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }

                shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, corner - settings.shadowOffset, settings.sigma, settings.linear);
                vertexPointer->pos = corner;
                vertexPointer->uv = whiteTexelUV;
                vertexPointer->col = shadowColor;
                vertexPointer++;

                for (int i = 0; i < numSamplesWidth; ++i)
                {
                    const ImVec2 point = corner + direction[0] * (i + 1);
                    shadowColor.Value.w = boxShadow(rectangleTopLeft, rectangleBottomRight, point - settings.shadowOffset, settings.sigma, settings.linear);
                    vertexPointer->pos = point;
                    vertexPointer->uv = whiteTexelUV;
                    vertexPointer->col = shadowColor;
                    vertexPointer++;
                }
                break;
            }
        }
    }

    ImDrawIdx idx = (ImDrawIdx)drawList->_VtxCurrentIdx;

    for (int r = 0; r < settings.rings - 1; ++r)
    {
        const ImDrawIdx startOfRingIndex = idx;
        for (int i = 0; i < numVerticesInARing - 1; ++i)
        {
            drawList->_IdxWritePtr[0] = idx + 0;
            drawList->_IdxWritePtr[1] = idx + 1;
            drawList->_IdxWritePtr[2] = idx + numVerticesInARing;
            drawList->_IdxWritePtr[3] = idx + 1;
            drawList->_IdxWritePtr[4] = idx + numVerticesInARing + 1;
            drawList->_IdxWritePtr[5] = idx + numVerticesInARing;

            idx += 1;
            drawList->_IdxWritePtr += 6;
        }

        drawList->_IdxWritePtr[0] = idx + 0;
        drawList->_IdxWritePtr[1] = startOfRingIndex + 0;
        drawList->_IdxWritePtr[2] = startOfRingIndex + numVerticesInARing;
        drawList->_IdxWritePtr[3] = idx + 0;
        drawList->_IdxWritePtr[4] = startOfRingIndex + numVerticesInARing;
        drawList->_IdxWritePtr[5] = idx + numVerticesInARing;

        drawList->_IdxWritePtr += 6;
        idx += 1;
    }
    drawList->_VtxCurrentIdx += settings.totalVertices;

    if (settings.enableDebugVisualization)
    {
        const ImColor lineColor(0, 0, 255, 50);
        for (int r = 0; r < settings.rings - 1; ++r)
        {
            const ImDrawIdx startOfRingIndex = r * numVerticesInARing;

            ImVec2 a;
            ImVec2 b;
            for (int i = 0; i < numVerticesInARing - 1; ++i)
            {
                a = shadowVertices[startOfRingIndex + i + 1].pos;
                b = shadowVertices[startOfRingIndex + i + numVerticesInARing].pos;
                drawList->AddLine(a, b, lineColor);
                a = shadowVertices[startOfRingIndex + i + 0].pos;
                b = shadowVertices[startOfRingIndex + i + numVerticesInARing].pos;
                drawList->AddLine(a, b, lineColor);
                a = shadowVertices[startOfRingIndex + i + numVerticesInARing + 1].pos;
                b = shadowVertices[startOfRingIndex + i + numVerticesInARing].pos;
                drawList->AddLine(a, b, lineColor);
            }

            a = shadowVertices[startOfRingIndex + numVerticesInARing - 1].pos;
            b = shadowVertices[startOfRingIndex + numVerticesInARing].pos;
            drawList->AddLine(a, b, lineColor);
            a = shadowVertices[startOfRingIndex + numVerticesInARing + numVerticesInARing - 1].pos;
            b = shadowVertices[startOfRingIndex + numVerticesInARing].pos;
            drawList->AddLine(a, b, lineColor);
        }
    }
}
RectangleShadowSettings shadowSettings;
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