2021-06-04 11:55:10 +02:00

84 lines
3.2 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 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()
{
// 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));
// Scale corrected corner radius
lowp vec4 corner_radius = radius * inverse_scale;
// Calculate the outer rectangle distance field.
lowp float outer_rect = sdf_rounded_rectangle(uv, aspect * inverse_scale, corner_radius);
// 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(outer_rect, col, vec4(0.0));
// Then, render it again but this time with the proper color and properly alpha blended.
col = sdf_render(outer_rect, col, borderColor);
// The inner rectangle distance field is the outer reduced by twice the border width.
lowp float inner_rect = outer_rect + (borderWidth * inverse_scale) * 2.0;
// Like above, but this time cut out the inner rectangle.
col = sdf_render(inner_rect, col, vec4(0.0));
// Finally, render the inner rectangle.
col = sdf_render(inner_rect, col, color);
// Slightly increase the size of the inner rectangle, to avoid issues with anti-aliasing.
inner_rect = inner_rect - 0.005;
// Sample the texture, then blend it on top of the background color.
lowp vec2 texture_uv = ((uv / aspect) + (1.0 * inverse_scale)) / (2.0 * inverse_scale);
lowp vec4 texture_color = texture(textureSource, texture_uv);
col = sdf_render(inner_rect, col, texture_color, texture_color.a, sdf_default_smoothing / 2.0);
out_color = col * opacity;
}