/* * 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 shadowedrectangle.frag meant for very low power hardware // (PinePhone). It does not render a shadow and does not do 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; #ifdef CORE_PROFILE in lowp vec2 uv; out lowp vec4 out_color; #else varying lowp vec2 uv; #define out_color gl_FragColor #endif void main() { lowp vec4 col = vec4(0.0); // Calculate the main rectangle distance field. lowp float rect = sdf_rounded_rectangle(uv, aspect, radius); // Render it, cancelling out any alpha component. col = sdf_render(rect, col, vec4(color.rgb, 1.0)); out_color = col * opacity; }