/* * SPDX-FileCopyrightText: 2020 Arjen Hiemstra * * SPDX-License-Identifier: LGPL-2.0-or-later */ // See sdf.glsl for the SDF related functions. // This is a version of shadowedborderrectangle.frag for extremely low powered // hardware (PinePhone). It does not draw a shadow and also eliminates alpha // blending. uniform lowp float opacity; uniform lowp float size; uniform lowp vec4 radius; uniform lowp vec4 color; uniform lowp vec4 shadowColor; uniform lowp vec2 offset; uniform lowp vec2 aspect; uniform lowp float borderWidth; uniform lowp vec4 borderColor; #ifdef CORE_PROFILE in lowp vec2 uv; out lowp vec4 out_color; #else varying lowp vec2 uv; #define out_color gl_FragColor #define texture texture2D #endif void main() { lowp vec4 col = vec4(0.0); // Calculate the outer rectangle distance field. lowp float outer_rect = sdf_rounded_rectangle(uv, aspect, radius); col = sdf_render(outer_rect, col, vec4(borderColor.rgb, 1.0)); // The inner distance field is the outer reduced by border width. lowp float inner_rect = outer_rect + borderWidth * 2.0; col = sdf_render(inner_rect, col, vec4(color.rgb, 1.0)); out_color = col * opacity; }