/* * SPDX-FileCopyrightText: 2020 Arjen Hiemstra * * SPDX-License-Identifier: LGPL-2.0-or-later */ #version 440 #extension GL_GOOGLE_include_directive: enable #include "sdf.glsl" // See sdf.glsl for the SDF related functions. // This shader renders a rectangle with rounded corners and a shadow below it. #include "uniforms.glsl" 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() { // Scaling factor that is the inverse of the amount of scaling applied to the geometry. lowp float inverse_scale = 1.0 / (1.0 + ubuf.size + length(ubuf.offset) * 2.0); // Correction factor to round the corners of a larger shadow. // We want to account for size in regards to shadow radius, so that a larger shadow is // more rounded, but only if we are not already rounding the corners due to corner radius. lowp vec4 size_factor = 0.5 * (minimum_shadow_radius / max(ubuf.radius, minimum_shadow_radius)); lowp vec4 shadow_radius = ubuf.radius + ubuf.size * size_factor; lowp vec4 col = vec4(0.0); // Calculate the shadow's distance field. lowp float shadow = sdf_rounded_rectangle(uv - ubuf.offset * 2.0 * inverse_scale, ubuf.aspect * inverse_scale, shadow_radius * inverse_scale); // Render it, interpolating the color over the distance. col = mix(col, ubuf.shadowColor * sign(ubuf.size), 1.0 - smoothstep(-ubuf.size * 0.5, ubuf.size * 0.5, shadow)); // Calculate the main rectangle distance field and render it. lowp float rect = sdf_rounded_rectangle(uv, ubuf.aspect * inverse_scale, ubuf.radius * inverse_scale); col = sdf_render(rect, col, ubuf.color); out_color = col * ubuf.opacity; }