diff options
Diffstat (limited to 'glow/src/shader/quad.frag')
-rw-r--r-- | glow/src/shader/quad.frag | 70 |
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); -} |