diff options
Diffstat (limited to 'glow/src/shader/compatibility/quad.frag')
-rw-r--r-- | glow/src/shader/compatibility/quad.frag | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/glow/src/shader/compatibility/quad.frag b/glow/src/shader/compatibility/quad.frag new file mode 100644 index 00000000..c2634c65 --- /dev/null +++ b/glow/src/shader/compatibility/quad.frag @@ -0,0 +1,62 @@ +#version 100 +precision mediump float; + +uniform float u_ScreenHeight; + +varying vec4 v_Color; +varying vec4 v_BorderColor; +varying vec2 v_Pos; +varying vec2 v_Scale; +varying float v_BorderRadius; +varying float v_BorderWidth; + +float _distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius) +{ + // TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN + vec2 inner_size = size - vec2(radius, radius) * 2.0; + vec2 top_left = position + vec2(radius, radius); + vec2 bottom_right = top_left + inner_size; + + vec2 top_left_distance = top_left - frag_coord; + vec2 bottom_right_distance = frag_coord - bottom_right; + + vec2 distance = vec2( + max(max(top_left_distance.x, bottom_right_distance.x), 0.0), + max(max(top_left_distance.y, bottom_right_distance.y), 0.0) + ); + + return sqrt(distance.x * distance.x + distance.y * distance.y); +} + +void main() { + vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y); + + float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0); + + float internal_distance = _distance( + fragCoord, + v_Pos + vec2(v_BorderWidth), + v_Scale - vec2(v_BorderWidth * 2.0), + internal_border + ); + + float border_mix = smoothstep( + max(internal_border - 0.5, 0.0), + internal_border + 0.5, + internal_distance + ); + + vec4 mixed_color = mix(v_Color, v_BorderColor, border_mix); + + float d = _distance( + fragCoord, + v_Pos, + v_Scale, + v_BorderRadius + ); + + float radius_alpha = + 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d); + + gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha); +} |