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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_lowpower.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 lowp vec4 col = vec4(0.0); 0027 0028 // Calculate the outer rectangle distance field. 0029 lowp float outer_rect = sdf_rounded_rectangle(uv, ubuf.aspect, ubuf.radius); 0030 0031 // Render it 0032 col = sdf_render(outer_rect, col, ubuf.borderColor); 0033 0034 // Inner rectangle distance field equals outer reduced by twice the border width 0035 lowp float inner_rect = outer_rect + ubuf.borderWidth * 2.0; 0036 0037 // Render it so we have a background for the image. 0038 col = sdf_render(inner_rect, col, ubuf.color); 0039 0040 // Sample the texture, then render it, blending with the background color. 0041 lowp vec2 texture_uv = ((uv / ubuf.aspect) + 1.0) / 2.0; 0042 lowp vec4 texture_color = texture(textureSource, texture_uv); 0043 col = sdf_render(inner_rect, col, texture_color, texture_color.a, sdf_default_smoothing); 0044 0045 out_color = col * ubuf.opacity; 0046 }