/* * 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. // In addition it renders a border around 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 lowp float borderWidth; uniform lowp vec4 borderColor; 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 const lowp float minimum_shadow_radius = 0.05; void main() { lowp vec4 col = vec4(0.0); // Calculate the outer rectangle distance field. lowp float outer_rect = sdf_rounded_rectangle(uv, aspect, radius); // Render it, cancelling out any alpha components. col = sdf_render(outer_rect, col, vec4(borderColor.rgb, 1.0)); // Inner rectangle distance field equals outer reduced by twice the border width lowp float inner_rect = outer_rect + borderWidth * 2.0; // Sample the texture, then render it on top of the background color. 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(inner_rect, col, texture_color, texture_color.a, sdf_default_smoothing / 2.0); out_color = col * opacity; }