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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 }