54 lines
1.5 KiB
GLSL
54 lines
1.5 KiB
GLSL
/*
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* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
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*
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* SPDX-License-Identifier: LGPL-2.0-or-later
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*/
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// See sdf.glsl for the SDF related functions.
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// This shader renders a rectangle with rounded corners and a shadow below it.
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// In addition it renders a border around it.
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uniform lowp float opacity;
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uniform lowp float size;
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uniform lowp vec4 radius;
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uniform lowp vec4 color;
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uniform lowp vec4 shadowColor;
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uniform lowp vec2 offset;
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uniform lowp vec2 aspect;
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uniform lowp float borderWidth;
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uniform lowp vec4 borderColor;
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uniform sampler2D textureSource;
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#ifdef CORE_PROFILE
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in lowp vec2 uv;
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out lowp vec4 out_color;
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#else
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varying lowp vec2 uv;
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#define out_color gl_FragColor
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#define texture texture2D
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#endif
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const lowp float minimum_shadow_radius = 0.05;
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void main()
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{
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lowp vec4 col = vec4(0.0);
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// Calculate the outer rectangle distance field.
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lowp float outer_rect = sdf_rounded_rectangle(uv, aspect, radius);
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// Render it, cancelling out any alpha components.
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col = sdf_render(outer_rect, col, vec4(borderColor.rgb, 1.0));
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// Inner rectangle distance field equals outer reduced by twice the border width
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lowp float inner_rect = outer_rect + borderWidth * 2.0;
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// Sample the texture, then render it on top of the background color.
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lowp vec2 texture_uv = ((uv / aspect) + 1.0) / 2.0;
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lowp vec4 texture_color = vec4(texture(textureSource, texture_uv).rgb, 1.0);
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col = sdf_render(inner_rect, col, texture_color, texture_color.a, sdf_default_smoothing / 2.0);
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out_color = col * opacity;
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}
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