Warning, /frameworks/kirigami/src/scenegraph/shaders6/shadowedtexture.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 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 }