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-rw-r--r--wgpu/src/shader/quad.frag51
1 files changed, 42 insertions, 9 deletions
diff --git a/wgpu/src/shader/quad.frag b/wgpu/src/shader/quad.frag
index 2ee77e71..ad1af1ad 100644
--- a/wgpu/src/shader/quad.frag
+++ b/wgpu/src/shader/quad.frag
@@ -1,14 +1,17 @@
#version 450
layout(location = 0) in vec4 v_Color;
-layout(location = 1) in vec2 v_Pos;
-layout(location = 2) in vec2 v_Scale;
-layout(location = 3) in float v_BorderRadius;
+layout(location = 1) in vec4 v_BorderColor;
+layout(location = 2) in vec2 v_Pos;
+layout(location = 3) in vec2 v_Scale;
+layout(location = 4) in float v_BorderRadius;
+layout(location = 5) in float v_BorderWidth;
layout(location = 0) out vec4 o_Color;
-float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius, float s)
+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;
@@ -21,13 +24,43 @@ float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius,
max(max(top_left_distance.y, bottom_right_distance.y), 0)
);
- float d = sqrt(distance.x * distance.x + distance.y * distance.y);
-
- return 1.0 - smoothstep(radius - s, radius + s, d);
+ return sqrt(distance.x * distance.x + distance.y * distance.y);
}
void main() {
- float radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 0.5);
+ vec4 mixed_color;
+
+ // TODO: Remove branching (?)
+ if(v_BorderWidth > 0) {
+ float internal_border = max(v_BorderRadius - v_BorderWidth, 0);
+
+ float internal_distance = distance(
+ gl_FragCoord.xy,
+ 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(
+ gl_FragCoord.xy,
+ v_Pos,
+ v_Scale,
+ v_BorderRadius
+ );
+
+ float radius_alpha =
+ 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0), v_BorderRadius + 0.5, d);
- o_Color = vec4(v_Color.xyz, v_Color.w * radius_alpha);
+ o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
}