Add border_width and border_color to Quad

This commit is contained in:
Héctor Ramón Jiménez 2019-12-31 21:35:42 +01:00
parent 649d72e7de
commit 9ab7c47dc7
17 changed files with 180 additions and 128 deletions

View file

@ -1,14 +1,17 @@
#version 450
layout(location = 0) in vec4 v_Color;
layout(location = 1) in vec2 v_Pos;
layout(location = 2) in vec2 v_Scale;
layout(location = 3) in float v_BorderRadius;
layout(location = 1) in vec4 v_BorderColor;
layout(location = 2) in vec2 v_Pos;
layout(location = 3) in vec2 v_Scale;
layout(location = 4) in float v_BorderRadius;
layout(location = 5) in float v_BorderWidth;
layout(location = 0) out vec4 o_Color;
float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius, float s)
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;
@ -21,13 +24,43 @@ float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius,
max(max(top_left_distance.y, bottom_right_distance.y), 0)
);
float d = sqrt(distance.x * distance.x + distance.y * distance.y);
return 1.0 - smoothstep(radius - s, radius + s, d);
return sqrt(distance.x * distance.x + distance.y * distance.y);
}
void main() {
float radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 0.5);
vec4 mixed_color;
o_Color = vec4(v_Color.xyz, v_Color.w * radius_alpha);
// TODO: Remove branching (?)
if(v_BorderWidth > 0) {
float internal_border = max(v_BorderRadius - v_BorderWidth, 0);
float internal_distance = distance(
gl_FragCoord.xy,
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
);
mixed_color = mix(v_Color, v_BorderColor, border_mix);
} else {
mixed_color = v_Color;
}
float d = distance(
gl_FragCoord.xy,
v_Pos,
v_Scale,
v_BorderRadius
);
float radius_alpha =
1.0 - smoothstep(max(v_BorderRadius - 0.5, 0), v_BorderRadius + 0.5, d);
o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
}