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#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);
}
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