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-rw-r--r--glow/src/shader/quad.frag70
1 files changed, 0 insertions, 70 deletions
diff --git a/glow/src/shader/quad.frag b/glow/src/shader/quad.frag
deleted file mode 100644
index cea36bdc..00000000
--- a/glow/src/shader/quad.frag
+++ /dev/null
@@ -1,70 +0,0 @@
-#version 330
-
-uniform float u_ScreenHeight;
-
-in vec4 v_Color;
-in vec4 v_BorderColor;
-in vec2 v_Pos;
-in vec2 v_Scale;
-in float v_BorderRadius;
-in float v_BorderWidth;
-
-out vec4 o_Color;
-
-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() {
- vec4 mixed_color;
-
- vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
-
- // TODO: Remove branching (?)
- if(v_BorderWidth > 0) {
- 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
- );
-
- mixed_color = mix(v_Color, v_BorderColor, border_mix);
- } else {
- mixed_color = v_Color;
- }
-
- 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);
-
- o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
-}