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Nuake/Data/Shaders/ui.shader
2025-01-31 18:04:43 -05:00

76 lines
1.7 KiB
GLSL

#shader vertex
#version 440 core
layout(location = 0) in vec3 Position;
layout(location = 1) in vec2 UV;
uniform mat4 model;
uniform mat4 projection;
out sample vec2 a_UV;
void main()
{
a_UV = UV;
gl_Position = projection * model * vec4(Position, 1.0);
}
#shader fragment
#version 440 core
uniform vec4 u_BackgroundColor;
uniform int u_HasBackgroundTexture;
uniform sampler2D u_BackgroundTexture;
uniform float u_BorderRadius;
uniform vec2 u_Size;
out vec4 FragColor;
in vec2 a_UV;
bool ShouldDiscard(vec2 coords, vec2 dimensions, float radius)
{
vec2 circle_center = vec2(radius, radius);
if (length(coords - circle_center) >= radius
&& coords.x < circle_center.x && coords.y < circle_center.y) return true; //first circle
circle_center.x += dimensions.x - 2 * radius;
if (length(coords - circle_center) >= radius
&& coords.x > circle_center.x && coords.y < circle_center.y) return true; //second circle
circle_center.y += dimensions.y - 2 * radius;
if (length(coords - circle_center) >= radius
&& coords.x > circle_center.x && coords.y > circle_center.y) return true; //third circle
circle_center.x -= dimensions.x - 2 * radius;
if (length(coords - circle_center) >= radius
&& coords.x < circle_center.x && coords.y > circle_center.y) return true; //fourth circle
return false;
}
void main()
{
vec2 coords = a_UV * u_Size;
vec2 center = u_Size / 2.0;
// Border rounding
if (ShouldDiscard(coords, u_Size, u_BorderRadius))
discard;
FragColor = u_BackgroundColor;
if (u_HasBackgroundTexture == 1)
{
vec2 uv = a_UV;
uv.y = 1.0 - a_UV.y;
FragColor = texture(u_BackgroundTexture, uv);
}
}