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

54 lines
1.5 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()
{
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;
}