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

115 lines
3.0 KiB
GLSL

#shader vertex
#version 460 core
layout(location = 0) in vec3 Position;
layout(location = 1) in vec2 UV;
uniform mat4 u_Model;
uniform mat4 u_View;
out vec2 v_UV;
void main() {
v_UV = UV;
gl_Position = u_View * u_Model * vec4(Position, 1.0f);
}
#shader fragment
#version 460 core
in vec2 v_UV;
out vec4 FragColor;
uniform vec2 u_Size;
uniform vec4 u_Color;
uniform vec4 u_BorderColor;
uniform float u_Border;
uniform float u_BorderRadius;
uniform sampler2D u_BackgroundImage;
uniform float u_HasBackgroundImage;
float ShouldDiscard(vec2 coords, float border, vec2 dimensions, float radius)
{
vec2 circle_center = vec2(radius + border, radius + border) - vec2(0.5, 0.5);
float dst = length(coords - circle_center);
float delta = fwidth(dst);
if (coords.x < circle_center.x && coords.y < circle_center.y)
return 1.0 - smoothstep(radius - delta, radius, dst);
circle_center.x += dimensions.x - 2 * (radius + border) + 1.f;
dst = length(coords - circle_center);
delta = fwidth(dst);
if (coords.x > circle_center.x && coords.y < circle_center.y)
return 1.0 - smoothstep(radius - delta, radius, dst);
circle_center.y += dimensions.y - 2 * (radius + border) + 1.f;
dst = length(coords - circle_center);
delta = fwidth(dst);
if (coords.x > circle_center.x && coords.y > circle_center.y)
return 1.0 - smoothstep(radius - delta, radius, dst);
circle_center.x -= dimensions.x - 2 * (radius + border) + 1.f;
dst = length(coords - circle_center);
delta = fwidth(dst);
if (coords.x < circle_center.x && coords.y > circle_center.y)
return 1.0 - smoothstep(radius - delta, radius, dst);
return 1.f;
}
void main() {
vec2 coords = v_UV * u_Size;
vec2 center = u_Size / 2.0;
vec4 finalColor = u_Color;
vec4 textureColor = texture(u_BackgroundImage, v_UV);
finalColor.rgb = mix(finalColor, textureColor, u_HasBackgroundImage).rgb;
if (u_HasBackgroundImage == 1.0)
{
finalColor.a = textureColor.a;
}
float a = 1.0f;
if(u_BorderRadius >= 0.f)
{
a = min(ShouldDiscard(coords, 0, u_Size, u_BorderRadius + 2), finalColor.a);
if(a == 0.f)
discard;
}
if(u_Border > 0.f)
{
float borderAlpha = ShouldDiscard(coords, u_Border, u_Size, u_BorderRadius);
if(a == 1.f)
{
finalColor.rgb = mix(u_BorderColor.rgb, finalColor.rgb, borderAlpha);
if(coords.x < u_Border || coords.x > u_Size.x - u_Border ||
coords.y < u_Border || coords.y > u_Size.y - u_Border)
{
finalColor = u_BorderColor;
}
else
{
finalColor.a = mix(borderAlpha, textureColor.a, u_HasBackgroundImage);
}
FragColor = finalColor;
return;
}
else
{
finalColor = u_BorderColor;
finalColor.a = max(a, u_BorderColor.a);
FragColor = finalColor;
return;
}
}
FragColor = finalColor;
}