@ -0,0 +1,90 @@ | |||
// 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) | |||
// TODO: Remove anti-aliasing? | |||
// Anti-alias using easing function for smmoth edges | |||
uniform float aaPower; | |||
uniform float aaDistance; | |||
// Ease in-out | |||
float ease(float x, float p) | |||
{ | |||
if (x < 0.5) | |||
{ | |||
return 1.0/pow(0.5, p - 1.0)*pow(x, p); | |||
} | |||
else | |||
{ | |||
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p); | |||
} | |||
} | |||
// Smoothstep with easing | |||
float easestep(float edge0, float edge1, float x, float p) | |||
{ | |||
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 ); | |||
return ease(t, p); | |||
} | |||
// Anti-alias on edge for x | |||
float antiAlias(float edge, float x) | |||
{ | |||
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower); | |||
} | |||
// 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); | |||
// Get 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 sdf = roundedRectangleSDF(fragCoord, center, halfSize, radius); | |||
// Calculate anti-aliased factor | |||
float aa = 1.0 - antiAlias(0.0, -sdf); | |||
gl_FragColor = texelColor*colDiffuse*fragColor | |||
*vec4(1.0, 1.0, 1.0, aa); | |||
} |
@ -0,0 +1,91 @@ | |||
// 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 float borderThickness; | |||
// TODO: Remove anti-aliasing? | |||
// Anti-alias using easing function for smmoth edges | |||
uniform float aaPower; | |||
uniform float aaDistance; | |||
// Ease in-out | |||
float ease(float x, float p) | |||
{ | |||
if (x < 0.5) | |||
{ | |||
return 1.0/pow(0.5, p - 1.0)*pow(x, p); | |||
} | |||
else | |||
{ | |||
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p); | |||
} | |||
} | |||
// Smoothstep with easing | |||
float easestep(float edge0, float edge1, float x, float p) | |||
{ | |||
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 ); | |||
return ease(t, p); | |||
} | |||
// Anti-alias on edge for x | |||
float antiAlias(float edge, float x) | |||
{ | |||
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower); | |||
} | |||
// 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); | |||
// Get fragment coordinate in pixels | |||
vec2 fragCoord = gl_FragCoord.xy; | |||
// Calculate signed distance field for rounded rectangle's border | |||
vec2 halfSize = rectangle.zw*0.5; | |||
vec2 center = rectangle.xy + halfSize; | |||
float sdf = roundedRectangleSDF(fragCoord, center, halfSize, radius); | |||
// Calculate anti-aliased factor | |||
float aa = antiAlias(borderThickness, -sdf) * (1.0 - antiAlias(0.0, -sdf)); | |||
gl_FragColor = texelColor*colDiffuse*fragColor | |||
*vec4(1.0, 1.0, 1.0, aa); | |||
} |
@ -0,0 +1,98 @@ | |||
// 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) | |||
// Shadow parameters | |||
uniform float shadowRadius; | |||
uniform float shadowPower; | |||
uniform vec2 shadowOffset; | |||
uniform float shadowScale; | |||
// TODO: Remove anti-aliasing? | |||
// Anti-alias using easing function for smmoth edges | |||
uniform float aaPower; | |||
uniform float aaDistance; | |||
// Ease in-out | |||
float ease(float x, float p) | |||
{ | |||
if (x < 0.5) | |||
{ | |||
return 1.0/pow(0.5, p - 1.0)*pow(x, p); | |||
} | |||
else | |||
{ | |||
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p); | |||
} | |||
} | |||
// Smoothstep with easing | |||
float easestep(float edge0, float edge1, float x, float p) | |||
{ | |||
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 ); | |||
return ease(t, p); | |||
} | |||
// Anti-alias on edge for x | |||
float antiAlias(float edge, float x) | |||
{ | |||
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower); | |||
} | |||
// 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); | |||
// Get fragment coordinate in pixels | |||
vec2 fragCoord = gl_FragCoord.xy; | |||
// Calculate signed distance field for rounded rectangle's shadow | |||
vec2 halfSize = rectangle.zw*0.5; | |||
vec2 center = rectangle.xy + halfSize; | |||
vec2 shadowHalfSize = halfSize*shadowScale; | |||
vec2 shadowCenter = center + shadowOffset; | |||
float sdf = roundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius); | |||
float aa = easestep(shadowRadius, 0.0, sdf, shadowPower); | |||
gl_FragColor = texelColor*colDiffuse*fragColor | |||
*vec4(1.0, 1.0, 1.0, aa); | |||
} |
@ -0,0 +1,87 @@ | |||
// 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) | |||
// TODO: Remove anti-aliasing? | |||
// Anti-alias using easing function for smmoth edges | |||
uniform float aaPower; | |||
uniform float aaDistance; | |||
// Ease in-out | |||
float ease(float x, float p) | |||
{ | |||
if (x < 0.5) | |||
{ | |||
return 1.0/pow(0.5, p - 1.0)*pow(x, p); | |||
} | |||
else | |||
{ | |||
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p); | |||
} | |||
} | |||
// Smoothstep with easing | |||
float easestep(float edge0, float edge1, float x, float p) | |||
{ | |||
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 ); | |||
return ease(t, p); | |||
} | |||
// Anti-alias on edge for x | |||
float antiAlias(float edge, float x) | |||
{ | |||
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower); | |||
} | |||
// 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, | |||
vec4 rectangle, | |||
vec4 radius | |||
) | |||
{ | |||
vec2 halfSize = rectangle.zw*0.5; | |||
vec2 center = rectangle.xy + halfSize; | |||
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); | |||
// Get fragment coordinate in pixels | |||
vec2 fragCoord = gl_FragCoord.xy; | |||
// Calculate signed distance field for rounded rectangle | |||
float sdf = roundedRectangleSDF(fragCoord, rectangle, radius); | |||
// Calculate anti-aliased factor | |||
float aa = 1.0 - antiAlias(0.0, -sdf); | |||
gl_FragColor = texelColor*colDiffuse*fragColor | |||
*vec4(1.0, 1.0, 1.0, aa); | |||
} |
@ -0,0 +1,89 @@ | |||
// 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 float borderThickness; | |||
// TODO: Remove anti-aliasing? | |||
// Anti-alias using easing function for smmoth edges | |||
uniform float aaPower; | |||
uniform float aaDistance; | |||
// Ease in-out | |||
float ease(float x, float p) | |||
{ | |||
if (x < 0.5) | |||
{ | |||
return 1.0/pow(0.5, p - 1.0)*pow(x, p); | |||
} | |||
else | |||
{ | |||
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p); | |||
} | |||
} | |||
// Smoothstep with easing | |||
float easestep(float edge0, float edge1, float x, float p) | |||
{ | |||
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 ); | |||
return ease(t, p); | |||
} | |||
// Anti-alias on edge for x | |||
float antiAlias(float edge, float x) | |||
{ | |||
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower); | |||
} | |||
// 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); | |||
// Get fragment coordinate in pixels | |||
vec2 fragCoord = gl_FragCoord.xy; | |||
// Calculate signed distance field for rounded rectangle's border | |||
vec2 halfSize = rectangle.zw*0.5; | |||
vec2 center = rectangle.xy + halfSize; | |||
float sdf = roundedRectangleSDF(fragCoord, center, halfSize, radius); | |||
// Calculate anti-aliased factor | |||
float aa = antiAlias(borderThickness, -sdf) * (1.0 - antiAlias(0.0, -sdf)); | |||
gl_FragColor = texelColor*colDiffuse*fragColor | |||
*vec4(1.0, 1.0, 1.0, aa); | |||
} |
@ -0,0 +1,96 @@ | |||
// 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) | |||
// Shadow parameters | |||
uniform float shadowRadius; | |||
uniform float shadowPower; | |||
uniform vec2 shadowOffset; | |||
uniform float shadowScale; | |||
// TODO: Remove anti-aliasing? | |||
// Anti-alias using easing function for smmoth edges | |||
uniform float aaPower; | |||
uniform float aaDistance; | |||
// Ease in-out | |||
float ease(float x, float p) | |||
{ | |||
if (x < 0.5) | |||
{ | |||
return 1.0/pow(0.5, p - 1.0)*pow(x, p); | |||
} | |||
else | |||
{ | |||
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p); | |||
} | |||
} | |||
// Smoothstep with easing | |||
float easestep(float edge0, float edge1, float x, float p) | |||
{ | |||
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 ); | |||
return ease(t, p); | |||
} | |||
// Anti-alias on edge for x | |||
float antiAlias(float edge, float x) | |||
{ | |||
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower); | |||
} | |||
// 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); | |||
// Get fragment coordinate in pixels | |||
vec2 fragCoord = gl_FragCoord.xy; | |||
// Calculate signed distance field for rounded rectangle's shadow | |||
vec2 halfSize = rectangle.zw*0.5; | |||
vec2 center = rectangle.xy + halfSize; | |||
vec2 shadowHalfSize = halfSize*shadowScale; | |||
vec2 shadowCenter = center + shadowOffset; | |||
float sdf = roundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius); | |||
float aa = easestep(shadowRadius, 0.0, sdf, shadowPower); | |||
gl_FragColor = texelColor*colDiffuse*fragColor | |||
*vec4(1.0, 1.0, 1.0, aa); | |||
} |
@ -0,0 +1,90 @@ | |||
// 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) | |||
// TODO: Remove anti-aliasing? | |||
// Anti-alias using easing function for smmoth edges | |||
uniform float aaPower; | |||
uniform float aaDistance; | |||
// Ease in-out | |||
float ease(float x, float p) | |||
{ | |||
if (x < 0.5) | |||
{ | |||
return 1.0/pow(0.5, p - 1.0)*pow(x, p); | |||
} | |||
else | |||
{ | |||
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p); | |||
} | |||
} | |||
// Smoothstep with easing | |||
float easestep(float edge0, float edge1, float x, float p) | |||
{ | |||
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 ); | |||
return ease(t, p); | |||
} | |||
// Anti-alias on edge for x | |||
float antiAlias(float edge, float x) | |||
{ | |||
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower); | |||
} | |||
// 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, | |||
vec4 rectangle, | |||
vec4 radius | |||
) | |||
{ | |||
vec2 halfSize = rectangle.zw*0.5; | |||
vec2 center = rectangle.xy + halfSize; | |||
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); | |||
// Get fragment coordinate in pixels | |||
vec2 fragCoord = gl_FragCoord.xy; | |||
// Calculate signed distance field for rounded rectangle | |||
float sdf = roundedRectangleSDF(fragCoord, rectangle, radius); | |||
// Calculate anti-aliased factor | |||
float aa = 1.0 - antiAlias(0.0, -sdf); | |||
finalColor = texelColor*colDiffuse*fragColor | |||
*vec4(1.0, 1.0, 1.0, aa); | |||
} |
@ -0,0 +1,92 @@ | |||
// 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 float borderThickness; | |||
// TODO: Remove anti-aliasing? | |||
// Anti-alias using easing function for smmoth edges | |||
uniform float aaPower; | |||
uniform float aaDistance; | |||
// Ease in-out | |||
float ease(float x, float p) | |||
{ | |||
if (x < 0.5) | |||
{ | |||
return 1.0/pow(0.5, p - 1.0)*pow(x, p); | |||
} | |||
else | |||
{ | |||
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p); | |||
} | |||
} | |||
// Smoothstep with easing | |||
float easestep(float edge0, float edge1, float x, float p) | |||
{ | |||
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 ); | |||
return ease(t, p); | |||
} | |||
// Anti-alias on edge for x | |||
float antiAlias(float edge, float x) | |||
{ | |||
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower); | |||
} | |||
// 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); | |||
// Get fragment coordinate in pixels | |||
vec2 fragCoord = gl_FragCoord.xy; | |||
// Calculate signed distance field for rounded rectangle's border | |||
vec2 halfSize = rectangle.zw*0.5; | |||
vec2 center = rectangle.xy + halfSize; | |||
float sdf = roundedRectangleSDF(fragCoord, center, halfSize, radius); | |||
// Calculate anti-aliased factor | |||
float aa = antiAlias(borderThickness, -sdf) * (1.0 - antiAlias(0.0, -sdf)); | |||
finalColor = texelColor*colDiffuse*fragColor | |||
*vec4(1.0, 1.0, 1.0, aa); | |||
} |
@ -0,0 +1,99 @@ | |||
// 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) | |||
// Shadow parameters | |||
uniform float shadowRadius; | |||
uniform float shadowPower; | |||
uniform vec2 shadowOffset; | |||
uniform float shadowScale; | |||
// TODO: Remove anti-aliasing? | |||
// Anti-alias using easing function for smmoth edges | |||
uniform float aaPower; | |||
uniform float aaDistance; | |||
// Ease in-out | |||
float ease(float x, float p) | |||
{ | |||
if (x < 0.5) | |||
{ | |||
return 1.0/pow(0.5, p - 1.0)*pow(x, p); | |||
} | |||
else | |||
{ | |||
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p); | |||
} | |||
} | |||
// Smoothstep with easing | |||
float easestep(float edge0, float edge1, float x, float p) | |||
{ | |||
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 ); | |||
return ease(t, p); | |||
} | |||
// Anti-alias on edge for x | |||
float antiAlias(float edge, float x) | |||
{ | |||
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower); | |||
} | |||
// 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); | |||
// Get fragment coordinate in pixels | |||
vec2 fragCoord = gl_FragCoord.xy; | |||
// Calculate signed distance field for rounded rectangle's shadow | |||
vec2 halfSize = rectangle.zw*0.5; | |||
vec2 center = rectangle.xy + halfSize; | |||
vec2 shadowHalfSize = halfSize*shadowScale; | |||
vec2 shadowCenter = center + shadowOffset; | |||
float sdf = roundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius); | |||
float aa = easestep(shadowRadius, 0.0, sdf, shadowPower); | |||
finalColor = texelColor*colDiffuse*fragColor | |||
*vec4(1.0, 1.0, 1.0, aa); | |||
} |
@ -0,0 +1,208 @@ | |||
/******************************************************************************************* | |||
* | |||
* raylib [shaders] example - Rounded Rectangle | |||
* | |||
* Example complexity rating: [★★☆☆] 2/4 | |||
* | |||
* Example originally created with raylib 5.5, last time updated with raylib 5.5 | |||
* | |||
* Example contributed by Anstro Pleuton (@anstropleuton) and reviewed by Ramon Santamaria (@raysan5) | |||
* | |||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, | |||
* BSD-like license that allows static linking with closed source software | |||
* | |||
* Copyright (c) 2025-2025 Anstro Pleuton (@anstropleuton) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
#if defined(PLATFORM_DESKTOP) | |||
#define GLSL_VERSION 330 | |||
#else // PLATFORM_ANDROID, PLATFORM_WEB | |||
#define GLSL_VERSION 100 | |||
#endif | |||
//------------------------------------------------------------------------------------ | |||
// Program main entry point | |||
//------------------------------------------------------------------------------------ | |||
int main(void) | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
const int screenWidth = 800; | |||
const int screenHeight = 450; | |||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) | |||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Rounded Rectangle"); | |||
// Shader loading | |||
//-------------------------------------------------------------------------------------- | |||
// Load the rectangle shader which will draw the rectangle with rounded corners | |||
Shader rectangleShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION), | |||
TextFormat("resources/shaders/glsl%i/rounded_rectangle.fs", GLSL_VERSION)); | |||
// Organized into an array for easy access | |||
int rectangleShaderLocs[4] = { | |||
GetShaderLocation(rectangleShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height, NOTE: Y axis is flipped) | |||
GetShaderLocation(rectangleShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right) | |||
GetShaderLocation(rectangleShader, "aaPower"), // float, anti-aliasing power | |||
GetShaderLocation(rectangleShader, "aaDistance") // float, anti-aliasing distance | |||
}; | |||
// Load the rectangle shadow shader which will draw the rectangle's shadow | |||
Shader rectangleShadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION), | |||
TextFormat("resources/shaders/glsl%i/rounded_rectangle_shadow.fs", GLSL_VERSION)); | |||
int rectangleShadowShaderLocs[8] = { | |||
GetShaderLocation(rectangleShadowShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height) | |||
GetShaderLocation(rectangleShadowShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right) | |||
GetShaderLocation(rectangleShadowShader, "shadowRadius"), // float, shadow radius | |||
GetShaderLocation(rectangleShadowShader, "shadowPower"), // float, shadow power | |||
GetShaderLocation(rectangleShadowShader, "shadowOffset"), // vec2, shadow offset (NOTE: Y axis is flipped) | |||
GetShaderLocation(rectangleShadowShader, "shadowScale"), // float, shadow scale | |||
GetShaderLocation(rectangleShadowShader, "aaPower"), // float, anti-aliasing power | |||
GetShaderLocation(rectangleShadowShader, "aaDistance") // float, anti-aliasing distance | |||
}; | |||
// Load the rectangle border shader which will draw the rectangle's border | |||
Shader rectangleBorderShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION), | |||
TextFormat("resources/shaders/glsl%i/rounded_rectangle_border.fs", GLSL_VERSION)); | |||
int rectangleBorderShaderLocs[5] = { | |||
GetShaderLocation(rectangleBorderShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height) | |||
GetShaderLocation(rectangleBorderShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right) | |||
GetShaderLocation(rectangleBorderShader, "borderThickness"), // float, border thickness | |||
GetShaderLocation(rectangleBorderShader, "aaPower"), // float, anti-aliasing power | |||
GetShaderLocation(rectangleBorderShader, "aaDistance") // float, anti-aliasing distance | |||
}; | |||
//-------------------------------------------------------------------------------------- | |||
// Set parameters | |||
//-------------------------------------------------------------------------------------- | |||
// Set 4 radius values for the rounded corners in pixels (top-left, top-right, bottom-left, bottom-right) | |||
SetShaderValue(rectangleShader, rectangleShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4); | |||
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4); | |||
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4); | |||
// Set shadow parameters (in pixels) | |||
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[2], (float[]){ 20.0f }, SHADER_UNIFORM_FLOAT); // Shadow radius | |||
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[3], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT); // Shadow power | |||
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[4], (float[]){ 0.0f, -5.0f }, SHADER_UNIFORM_VEC2); // Shadow offset | |||
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[5], (float[]){ 0.95f }, SHADER_UNIFORM_FLOAT); // Shadow scale | |||
// Set border parameters (in pixels) | |||
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[2], (float[]){ 5.0f }, SHADER_UNIFORM_FLOAT); // Border thickness | |||
// Set anti-aliasing (power and distance) parameters for all shaders | |||
SetShaderValue(rectangleShader, rectangleShaderLocs[2], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT); | |||
SetShaderValue(rectangleShader, rectangleShaderLocs[3], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT); | |||
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[6], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT); | |||
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[7], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT); | |||
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[3], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT); | |||
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[4], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT); | |||
//-------------------------------------------------------------------------------------- | |||
SetTargetFPS(60); | |||
//-------------------------------------------------------------------------------------- | |||
// Main game loop | |||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||
{ | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
// NOTE: Draw rectangle's shadow first using shader | |||
DrawRectangleLines(30, 50, 150, 100, DARKGRAY); | |||
DrawText("Rectangle shadow shader", 30, 35, 10, DARKGRAY); | |||
Rectangle rec = { 50, 70, 110, 60 }; | |||
// Flip Y axis to match shader coordinate system | |||
rec.y = GetScreenHeight() - rec.y - rec.height; | |||
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); | |||
BeginShaderMode(rectangleShadowShader); | |||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKBLUE); | |||
EndShaderMode(); | |||
// Draw rectangle box with rounded corners using shader | |||
DrawRectangleLines(30, 180, 150, 100, DARKGRAY); | |||
DrawText("Rounded rectangle shader", 30, 165, 10, DARKGRAY); | |||
rec = (Rectangle){ 50, 200, 110, 60 }; | |||
rec.y = GetScreenHeight() - rec.y - rec.height; | |||
SetShaderValue(rectangleShader, rectangleShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); | |||
BeginShaderMode(rectangleShader); | |||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE); | |||
EndShaderMode(); | |||
// Draw rectangle's border using shader | |||
DrawRectangleLines(30, 310, 150, 100, DARKGRAY); | |||
DrawText("Rectangle border shader", 30, 295, 10, DARKGRAY); | |||
rec = (Rectangle){ 50, 330, 110, 60 }; | |||
rec.y = GetScreenHeight() - rec.y - rec.height; | |||
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); | |||
BeginShaderMode(rectangleBorderShader); | |||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), SKYBLUE); | |||
EndShaderMode(); | |||
// Draw one more rectangle with all three combined | |||
//-------------------------------------------------------------------------------------------------- | |||
DrawRectangleLines(210, 50, 560, 360, DARKGRAY); | |||
DrawText("Rectangle all three combined", 210, 35, 10, DARKGRAY); | |||
rec = (Rectangle){ 240, 80, 500, 300 }; | |||
rec.y = GetScreenHeight() - rec.y - rec.height; | |||
// Draw shadow | |||
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); | |||
BeginShaderMode(rectangleShadowShader); | |||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKBLUE); | |||
EndShaderMode(); | |||
// Draw rectangle | |||
SetShaderValue(rectangleShader, rectangleShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); | |||
BeginShaderMode(rectangleShader); | |||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE); | |||
EndShaderMode(); | |||
// Draw border | |||
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); | |||
BeginShaderMode(rectangleBorderShader); | |||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), SKYBLUE); | |||
EndShaderMode(); | |||
//-------------------------------------------------------------------------------------------------- | |||
DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", GetScreenWidth() - 300, GetScreenHeight() - 20, 10, BLACK); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
// Unload shader | |||
UnloadShader(rectangleShader); | |||
UnloadShader(rectangleShadowShader); | |||
UnloadShader(rectangleBorderShader); | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |
@ -0,0 +1,387 @@ | |||
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