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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 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 void main()
0023 {
0024     lowp vec4 col = vec4(0.0);
0025 
0026     // Calculate the main rectangle distance field.
0027     lowp float rect = sdf_rounded_rectangle(uv, ubuf.aspect, ubuf.radius);
0028 
0029     // Render it, so we have a background for the image.
0030     col = sdf_render(rect, col, ubuf.color);
0031 
0032     // Sample the texture, then render it, blending it with the background.
0033     lowp vec2 texture_uv = ((uv / ubuf.aspect) + 1.0) / 2.0;
0034     lowp vec4 texture_color = texture(textureSource, texture_uv);
0035     col = sdf_render(rect, col, texture_color, texture_color.a, sdf_default_smoothing);
0036 
0037     out_color = col * ubuf.opacity;
0038 }