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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 texture on top of a rectangle with rounded corners and
0014 // a shadow below 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     // Calculate the main rectangle distance field and render it.
0043     lowp float rect = sdf_rounded_rectangle(uv, ubuf.aspect * inverse_scale, ubuf.radius * inverse_scale);
0044 
0045     col = sdf_render(rect, col, ubuf.color);
0046 
0047     // Sample the texture, then blend it on top of the background color.
0048     lowp vec2 texture_uv = ((uv / ubuf.aspect) + (1.0 * inverse_scale)) / (2.0 * inverse_scale);
0049     lowp vec4 texture_color = texture(textureSource, texture_uv);
0050     col = sdf_render(rect, col, texture_color, texture_color.a, sdf_default_smoothing);
0051 
0052     out_color = col * ubuf.opacity;
0053 }