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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 layout(binding = 1) uniform sampler2D textureSource;
0018
0019 layout(location = 0) in lowp vec2 uv;
0020 layout(location = 0) out lowp vec4 out_color;
0021
0022 const lowp float minimum_shadow_radius = 0.05;
0023
0024 void main()
0025 {
0026 // Scaling factor that is the inverse of the amount of scaling applied to the geometry.
0027 lowp float inverse_scale = 1.0 / (1.0 + ubuf.size + length(ubuf.offset) * 2.0);
0028
0029 // Correction factor to round the corners of a larger shadow.
0030 // We want to account for size in regards to shadow radius, so that a larger shadow is
0031 // more rounded, but only if we are not already rounding the corners due to corner radius.
0032 lowp vec4 size_factor = 0.5 * (minimum_shadow_radius / max(ubuf.radius, minimum_shadow_radius));
0033 lowp vec4 shadow_radius = ubuf.radius + ubuf.size * size_factor;
0034
0035 lowp vec4 col = vec4(0.0);
0036
0037 // Calculate the shadow's distance field.
0038 lowp float shadow = sdf_rounded_rectangle(uv - ubuf.offset * 2.0 * inverse_scale, ubuf.aspect * inverse_scale, shadow_radius * inverse_scale);
0039 // Render it, interpolating the color over the distance.
0040 col = mix(col, ubuf.shadowColor * sign(ubuf.size), 1.0 - smoothstep(-ubuf.size * 0.5, ubuf.size * 0.5, shadow));
0041
0042 // Scale corrected corner radius
0043 lowp vec4 corner_radius = ubuf.radius * inverse_scale;
0044
0045 // Calculate the outer rectangle distance field and render it.
0046 lowp float outer_rect = sdf_rounded_rectangle(uv, ubuf.aspect * inverse_scale, corner_radius);
0047
0048 col = sdf_render(outer_rect, col, ubuf.borderColor);
0049
0050 // The inner rectangle distance field is the outer reduced by twice the border width.
0051 lowp float inner_rect = outer_rect + (ubuf.borderWidth * inverse_scale) * 2.0;
0052
0053 // Render the inner rectangle.
0054 col = sdf_render(inner_rect, col, ubuf.color);
0055
0056 // Sample the texture, then blend it on top of the background color.
0057 lowp vec2 texture_uv = ((uv / ubuf.aspect) + (1.0 * inverse_scale)) / (2.0 * inverse_scale);
0058 lowp vec4 texture_color = texture(textureSource, texture_uv);
0059 col = sdf_render(inner_rect, col, texture_color, texture_color.a, sdf_default_smoothing);
0060
0061 out_color = col * ubuf.opacity;
0062 }