qskinny/playground/shadows/shaders/arcshadow-vulkan.frag

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#version 440
layout( location = 0 ) in vec2 coord;
layout( location = 0 ) out vec4 fragColor;
layout( std140, binding = 0 ) uniform buf
{
mat4 matrix;
vec4 color;
/*
arc.xy: cos/sin of the angle of the midpoint
arc.zw: cos/sin of the angle between midpoint/endpoint
*/
vec4 arc;
float spreadRadius;
float blurRadius;
float opacity;
} ubuf;
mat2 rotation( vec2 v ) { return mat2( v.x, -v.y, v.y, v.x ); }
void main()
{
float radius = 0.5 - ubuf.blurRadius - ubuf.spreadRadius;
float dist = abs( length( coord ) - radius ) - ubuf.spreadRadius;
if ( ( ubuf.arc.z ) < 1.0 && ( dist < 1.0 ) )
{
vec2 v = coord * rotation( ubuf.arc.xy ); // x-axial symmetric
v.y = abs( v.y );
v *= rotation ( ubuf.arc.wz ); // end point to 90°
if ( v.x < 0.0 )
{
v.y = max( 0.0, abs( v.y - radius ) - ubuf.spreadRadius );
dist = max( dist, length( v ) );
}
}
float a = 1.0 - smoothstep( 0.0, ubuf.blurRadius, dist );
fragColor = ubuf.color * a * ubuf.opacity;
}