diff options
Diffstat (limited to 'glow/src/shader/compatibility/quad.frag')
-rw-r--r-- | glow/src/shader/compatibility/quad.frag | 83 |
1 files changed, 0 insertions, 83 deletions
diff --git a/glow/src/shader/compatibility/quad.frag b/glow/src/shader/compatibility/quad.frag deleted file mode 100644 index bb9d8122..00000000 --- a/glow/src/shader/compatibility/quad.frag +++ /dev/null @@ -1,83 +0,0 @@ -#ifdef GL_ES -#ifdef GL_FRAGMENT_PRECISION_HIGH -precision highp float; -#else -precision mediump float; -#endif -#endif - -uniform float u_ScreenHeight; - -varying vec4 v_Color; -varying vec4 v_BorderColor; -varying vec2 v_Pos; -varying vec2 v_Scale; -varying vec4 v_BorderRadius; -varying float v_BorderWidth; - -float _distance(vec2 frag_coord, vec2 position, 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); -} - -float selectBorderRadius(vec4 radi, vec2 position, vec2 center) -{ - float rx = radi.x; - float ry = radi.y; - rx = position.x > center.x ? radi.y : radi.x; - ry = position.x > center.x ? radi.z : radi.w; - rx = position.y > center.y ? ry : rx; - return rx; -} - -void main() { - vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y); - - float border_radius = selectBorderRadius( - v_BorderRadius, - fragCoord, - (v_Pos + v_Scale * 0.5).xy - ); - - float internal_border = max(border_radius - 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, - border_radius - ); - - float radius_alpha = - 1.0 - smoothstep(max(border_radius - 0.5, 0.0), border_radius + 0.5, d); - - gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha); -} |