Add border_width and border_color to Quad
This commit is contained in:
parent
649d72e7de
commit
9ab7c47dc7
17 changed files with 180 additions and 128 deletions
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue