[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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Anstro Pleuton 2025-01-23 01:51:36 -08:00 committed by GitHub
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11 changed files with 891 additions and 15 deletions

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

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

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