/* * 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 shader renders a rectangle with rounded corners and a shadow below it. // In addition it renders a border around it. #include "uniforms.glsl" layout(binding = 1) uniform sampler2D textureSource; layout(location = 0) in lowp vec2 uv; layout(location = 0) out lowp vec4 out_color; const lowp float minimum_shadow_radius = 0.05; void main() { lowp vec4 col = vec4(0.0); // Calculate the outer rectangle distance field. lowp float outer_rect = sdf_rounded_rectangle(uv, ubuf.aspect, ubuf.radius); // Render it col = sdf_render(outer_rect, col, ubuf.borderColor); // Inner rectangle distance field equals outer reduced by twice the border width lowp float inner_rect = outer_rect + ubuf.borderWidth * 2.0; // Render it so we have a background for the image. col = sdf_render(inner_rect, col, ubuf.color); // Sample the texture, then render it, blending with the background color. lowp vec2 texture_uv = ((uv / ubuf.aspect) + 1.0) / 2.0; lowp vec4 texture_color = texture(textureSource, texture_uv); col = sdf_render(inner_rect, col, texture_color, texture_color.a, sdf_default_smoothing); out_color = col * ubuf.opacity; }