| @ -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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