70 lines
1.8 KiB
GLSL
70 lines
1.8 KiB
GLSL
#version 330
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uniform float u_ScreenHeight;
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in vec4 v_Color;
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in vec4 v_BorderColor;
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in vec2 v_Pos;
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in vec2 v_Scale;
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in float v_BorderRadius;
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in float v_BorderWidth;
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out vec4 o_Color;
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float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
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{
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// TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN
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vec2 inner_size = size - vec2(radius, radius) * 2.0;
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vec2 top_left = position + vec2(radius, radius);
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vec2 bottom_right = top_left + inner_size;
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vec2 top_left_distance = top_left - frag_coord;
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vec2 bottom_right_distance = frag_coord - bottom_right;
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vec2 distance = vec2(
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max(max(top_left_distance.x, bottom_right_distance.x), 0.0),
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max(max(top_left_distance.y, bottom_right_distance.y), 0.0)
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);
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return sqrt(distance.x * distance.x + distance.y * distance.y);
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}
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void main() {
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vec4 mixed_color;
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vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
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// TODO: Remove branching (?)
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if(v_BorderWidth > 0) {
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float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
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float internal_distance = distance(
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fragCoord,
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v_Pos + vec2(v_BorderWidth),
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v_Scale - vec2(v_BorderWidth * 2.0),
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internal_border
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);
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float border_mix = smoothstep(
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max(internal_border - 0.5, 0.0),
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internal_border + 0.5,
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internal_distance
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);
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mixed_color = mix(v_Color, v_BorderColor, border_mix);
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} else {
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mixed_color = v_Color;
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}
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float d = distance(
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fragCoord,
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v_Pos,
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v_Scale,
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v_BorderRadius
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);
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float radius_alpha =
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1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
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o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
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}
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