qskinny/examples/iotdashboard/kirigami/scenegraph/shaders/shadowedborderrectangle_lowpower.frag
2021-06-04 11:55:10 +02:00

48 lines
1.2 KiB
GLSL

/*
* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
*
* 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;
}