Warning, /frameworks/kirigami/src/scenegraph/shaders6/shadowedborderrectangle.frag is written in an unsupported language. File is not indexed.
0001 /* 0002 * SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl> 0003 * 0004 * SPDX-License-Identifier: LGPL-2.0-or-later 0005 */ 0006 0007 #version 440 0008 0009 #extension GL_GOOGLE_include_directive: enable 0010 #include "sdf.glsl" 0011 // See sdf.glsl for the SDF related functions. 0012 0013 // This shader renders a rectangle with rounded corners and a shadow below it. 0014 // In addition it renders a border around it. 0015 0016 #include "uniforms.glsl" 0017 0018 layout(location = 0) in lowp vec2 uv; 0019 layout(location = 0) out lowp vec4 out_color; 0020 0021 const lowp float minimum_shadow_radius = 0.05; 0022 0023 void main() 0024 { 0025 // Scaling factor that is the inverse of the amount of scaling applied to the geometry. 0026 lowp float inverse_scale = 1.0 / (1.0 + ubuf.size + length(ubuf.offset) * 2.0); 0027 0028 // Correction factor to round the corners of a larger shadow. 0029 // We want to account for size in regards to shadow radius, so that a larger shadow is 0030 // more rounded, but only if we are not already rounding the corners due to corner radius. 0031 lowp vec4 size_factor = 0.5 * (minimum_shadow_radius / max(ubuf.radius, minimum_shadow_radius)); 0032 lowp vec4 shadow_radius = ubuf.radius + ubuf.size * size_factor; 0033 0034 lowp vec4 col = vec4(0.0); 0035 0036 // Calculate the shadow's distance field. 0037 lowp float shadow = sdf_rounded_rectangle(uv - ubuf.offset * 2.0 * inverse_scale, ubuf.aspect * inverse_scale, shadow_radius * inverse_scale); 0038 // Render it, interpolating the color over the distance. 0039 col = mix(col, ubuf.shadowColor * sign(ubuf.size), 1.0 - smoothstep(-ubuf.size * 0.5, ubuf.size * 0.5, shadow)); 0040 0041 // Scale corrected corner radius 0042 lowp vec4 corner_radius = ubuf.radius * inverse_scale; 0043 0044 // Calculate the outer rectangle distance field and render it. 0045 lowp float outer_rect = sdf_rounded_rectangle(uv, ubuf.aspect * inverse_scale, corner_radius); 0046 0047 col = sdf_render(outer_rect, col, ubuf.borderColor); 0048 0049 // The inner rectangle distance field is the outer reduced by twice the border size. 0050 lowp float inner_rect = outer_rect + (ubuf.borderWidth * inverse_scale) * 2.0; 0051 0052 // Finally, render the inner rectangle. 0053 col = sdf_render(inner_rect, col, ubuf.color); 0054 0055 out_color = col * ubuf.opacity; 0056 }