/* * SPDX-FileCopyrightText: 2020 Arjen Hiemstra * * SPDX-License-Identifier: LGPL-2.0-or-later */ // See sdf.glsl for the SDF related functions. // This shader renders a rectangle with rounded corners and a shadow below it. 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; #ifdef CORE_PROFILE in lowp vec2 uv; out lowp vec4 out_color; #else varying lowp vec2 uv; #define out_color gl_FragColor #endif const lowp float minimum_shadow_radius = 0.05; void main() { // Scaling factor that is the inverse of the amount of scaling applied to the geometry. lowp float inverse_scale = 1.0 / (1.0 + size + length(offset) * 2.0); // Correction factor to round the corners of a larger shadow. // We want to account for size in regards to shadow radius, so that a larger shadow is // more rounded, but only if we are not already rounding the corners due to corner radius. lowp vec4 size_factor = 0.5 * (minimum_shadow_radius / max(radius, minimum_shadow_radius)); lowp vec4 shadow_radius = radius + size * size_factor; lowp vec4 col = vec4(0.0); // Calculate the shadow's distance field. lowp float shadow = sdf_rounded_rectangle(uv - offset * 2.0 * inverse_scale, aspect * inverse_scale, shadow_radius * inverse_scale); // Render it, interpolating the color over the distance. col = mix(col, shadowColor * sign(size), 1.0 - smoothstep(-size * 0.5, size * 0.5, shadow)); // Calculate the main rectangle distance field. lowp float rect = sdf_rounded_rectangle(uv, aspect * inverse_scale, radius * inverse_scale); // First, remove anything that was rendered by the shadow if it is inside the rectangle. // This allows us to use colors with alpha without rendering artifacts. col = sdf_render(rect, col, vec4(0.0)); // Then, render it again but this time with the proper color and properly alpha blended. col = sdf_render(rect, col, color); out_color = col * opacity; }