Draft fragment shader for rounded rectangles

This commit is contained in:
Héctor Ramón Jiménez 2019-10-08 00:14:11 +02:00
parent 0995950526
commit a0234d5bce
4 changed files with 31 additions and 2 deletions

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@ -1,9 +1,33 @@
#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 = 0) out vec4 o_Color;
void main() {
o_Color = v_Color;
float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius, float s)
{
vec2 inner_size = size - vec2(radius, radius) * 2.0;
vec2 top_left = position + vec2(radius, radius);
vec2 bottom_right = top_left + inner_size;
vec2 top_left_distance = top_left - frag_coord;
vec2 bottom_right_distance = frag_coord - bottom_right;
vec2 distance = vec2(
max(max(top_left_distance.x, bottom_right_distance.x), 0),
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);
}
void main() {
o_Color = vec4(
v_Color.xyz,
v_Color.w * rounded(gl_FragCoord.xy, v_Pos, v_Scale, 5.0, 1.0)
);
}

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@ -10,6 +10,8 @@ layout (set = 0, binding = 0) uniform Globals {
};
layout(location = 0) out vec4 o_Color;
layout(location = 1) out vec2 o_Pos;
layout(location = 2) out vec2 o_Scale;
void main() {
mat4 i_Transform = mat4(
@ -20,5 +22,8 @@ void main() {
);
o_Color = i_Color;
o_Pos = i_Pos;
o_Scale = i_Scale;
gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
}

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