/* * SPDX-FileCopyrightText: 2020 Arjen Hiemstra * * SPDX-License-Identifier: LGPL-2.0-or-later */ #version 440 #extension GL_GOOGLE_include_directive: enable #include "sdf_lowpower.glsl" // See sdf.glsl for the SDF related functions. // This is a version of shadowedborderrectangle.frag for extremely low powered // hardware (PinePhone). It does not draw a shadow and also eliminates alpha // blending. #include "uniforms.glsl" layout(location = 0) in lowp vec2 uv; layout(location = 0) out lowp vec4 out_color; void main() { lowp vec4 col = vec4(0.0); // Calculate the outer rectangle distance field and render it. lowp float outer_rect = sdf_rounded_rectangle(uv, ubuf.aspect, ubuf.radius); col = sdf_render(outer_rect, col, ubuf.borderColor); // The inner distance field is the outer reduced by border width. lowp float inner_rect = outer_rect + ubuf.borderWidth * 2.0; // Render it. col = sdf_render(inner_rect, col, ubuf.color); out_color = col * ubuf.opacity; }