/* * SPDX-FileCopyrightText: 2020 Arjen Hiemstra * * SPDX-License-Identifier: LGPL-2.0-or-later */ #version 440 // See sdf.glsl for the SDF related functions. #extension GL_GOOGLE_include_directive: enable #include "sdf_lowpower.glsl" // This is a version of shadowedrectangle.frag meant for very low power hardware // (PinePhone). It does not render a shadow and does not do 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 main rectangle distance field. lowp float rect = sdf_rounded_rectangle(uv, ubuf.aspect, ubuf.radius); // Render it. col = sdf_render(rect, col, ubuf.color); out_color = col * ubuf.opacity; }