/* * 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 texture on top of 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; uniform sampler2D textureSource; #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 main rectangle distance field. lowp float rect = sdf_rounded_rectangle(uv, aspect, radius); // Sample the texture, then render it, without any alpha blending. lowp vec2 texture_uv = ((uv / aspect) + 1.0) / 2.0; lowp vec4 texture_color = vec4(texture(textureSource, texture_uv).rgb, 1.0); col = sdf_render(rect, col, texture_color); out_color = col * opacity; }