32 lines
1016 B
GLSL
32 lines
1016 B
GLSL
#version 450
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layout(set = 3, binding = 0) uniform Viewport {
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ivec2 view;
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};
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layout(location = 0) in vec4 in_color;
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layout(location = 1) in vec4 in_quad_size; // x,y, w,h
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layout(location = 2) in float in_radius;
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layout(location = 3) in float thickness;
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layout(location = 0) out vec4 fragColor;
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// SDF for a rounded rectangle given the centerpoint, half size and radius, all in pixels
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float sdf_rr(vec2 p, vec2 half_size, float radius) {
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vec2 q = abs(p) - half_size + radius;
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return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
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}
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const float smoothness = 0.9;
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void main()
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{
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vec2 centerpoint = in_quad_size.xy + in_quad_size.zw * 0.5;
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vec2 half_size = in_quad_size.zw * 0.5;
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float distance = -sdf_rr(vec2(gl_FragCoord) - centerpoint, half_size, in_radius);
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float alpha_out = smoothstep(0.0-smoothness, 0.0, distance);
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float alpha_in = 1.0 - smoothstep(thickness-smoothness, thickness, distance);
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fragColor = vec4(in_color.rgb, in_color.a * alpha_out * alpha_in);
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} |