[example] Add shaders_rounded_rectangle example (#4719)
* Add shaders_rounded_rectangle example * Minor tweaks to example template (add star, more) * Combine shaders * Fix changes after review --------- Co-authored-by: Anstro Pleuton <anstropleuton@github.com>
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// Note: SDF by Iñigo Quilez is licensed under MIT License
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
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uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
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uniform vec4 color;
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// Shadow parameters
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uniform float shadowRadius;
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uniform vec2 shadowOffset;
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uniform float shadowScale;
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uniform vec4 shadowColor;
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// Border parameters
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uniform float borderThickness;
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uniform vec4 borderColor;
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// Create a rounded rectangle using signed distance field
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// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
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// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
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// MIT License
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float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
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{
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vec2 fragFromCenter = fragCoord - center;
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// Determine which corner radius to use
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radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
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radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
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// Calculate signed distance field
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vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
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return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
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}
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Requires fragment coordinate varying pixels
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vec2 fragCoord = gl_FragCoord.xy;
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// Calculate signed distance field for rounded rectangle
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vec2 halfSize = rectangle.zw*0.5;
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vec2 center = rectangle.xy + halfSize;
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float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
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// Calculate signed distance field for rectangle shadow
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vec2 shadowHalfSize = halfSize*shadowScale;
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vec2 shadowCenter = center + shadowOffset;
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float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
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// Caculate alpha factors
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float recFactor = smoothstep(1.0, 0.0, recSDF);
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float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF);
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float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor;
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// Multiply each color by its respective alpha factor
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vec4 recColor = vec4(color.rgb, color.a*recFactor);
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vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor);
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vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor);
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// Combine the colors varying the order (shadow, rectangle, border)
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gl_FragColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a);
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}
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// Note: SDF by Iñigo Quilez is licensed under MIT License
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#version 120
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
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uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
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uniform vec4 color;
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// Shadow parameters
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uniform float shadowRadius;
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uniform vec2 shadowOffset;
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uniform float shadowScale;
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uniform vec4 shadowColor;
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// Border parameters
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uniform float borderThickness;
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uniform vec4 borderColor;
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// Create a rounded rectangle using signed distance field
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// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
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// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
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// MIT License
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float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
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{
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vec2 fragFromCenter = fragCoord - center;
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// Determine which corner radius to use
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radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
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radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
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// Calculate signed distance field
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vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
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return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
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}
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Requires fragment coordinate varying pixels
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vec2 fragCoord = gl_FragCoord.xy;
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// Calculate signed distance field for rounded rectangle
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vec2 halfSize = rectangle.zw*0.5;
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vec2 center = rectangle.xy + halfSize;
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float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
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// Calculate signed distance field for rectangle shadow
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vec2 shadowHalfSize = halfSize*shadowScale;
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vec2 shadowCenter = center + shadowOffset;
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float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
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// Caculate alpha factors
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float recFactor = smoothstep(1.0, 0.0, recSDF);
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float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF);
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float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor;
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// Multiply each color by its respective alpha factor
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vec4 recColor = vec4(color.rgb, color.a*recFactor);
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vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor);
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vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor);
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// Combine the colors varying the order (shadow, rectangle, border)
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gl_FragColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a);
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}
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// Note: SDF by Iñigo Quilez is licensed under MIT License
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
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uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
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uniform vec4 color;
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// Shadow parameters
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uniform float shadowRadius;
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uniform vec2 shadowOffset;
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uniform float shadowScale;
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uniform vec4 shadowColor;
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// Border parameters
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uniform float borderThickness;
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uniform vec4 borderColor;
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// Create a rounded rectangle using signed distance field
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// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
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// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
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// MIT License
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float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
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{
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vec2 fragFromCenter = fragCoord - center;
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// Determine which corner radius to use
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radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
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radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
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// Calculate signed distance field
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vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
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return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
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}
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Requires fragment coordinate in pixels
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vec2 fragCoord = gl_FragCoord.xy;
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// Calculate signed distance field for rounded rectangle
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vec2 halfSize = rectangle.zw*0.5;
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vec2 center = rectangle.xy + halfSize;
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float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
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// Calculate signed distance field for rectangle shadow
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vec2 shadowHalfSize = halfSize*shadowScale;
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vec2 shadowCenter = center + shadowOffset;
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float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
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// Caculate alpha factors
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float recFactor = smoothstep(1.0, 0.0, recSDF);
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float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF);
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float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor;
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// Multiply each color by its respective alpha factor
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vec4 recColor = vec4(color.rgb, color.a*recFactor);
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vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor);
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vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor);
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// Combine the colors in the order (shadow, rectangle, border)
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finalColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a);
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}
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