mirror of
https://github.com/liberatedsystems/openCom-Companion.git
synced 2024-11-26 23:30:36 +01:00
45 lines
1.4 KiB
GLSL
45 lines
1.4 KiB
GLSL
|
/*
|
||
|
The shader code has been refactored for the KivyMD library.
|
||
|
You can find the original code of this shaders at the links:
|
||
|
|
||
|
https://www.shadertoy.com/view/WtdSDs
|
||
|
https://www.shadertoy.com/view/fsdyzB
|
||
|
|
||
|
Additional thanks to iq for optimizing conditional block for individual
|
||
|
corner radius:
|
||
|
https://iquilezles.org/articles/distfunctions
|
||
|
*/
|
||
|
|
||
|
float roundedBoxSDF(vec2 centerPosition, vec2 size, vec4 radius) {
|
||
|
radius.xy = (centerPosition.x > 0.0) ? radius.xy : radius.zw;
|
||
|
radius.x = (centerPosition.y > 0.0) ? radius.x : radius.y;
|
||
|
|
||
|
vec2 q = abs(centerPosition) - (size - shadow_softness) + radius.x;
|
||
|
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius.x;
|
||
|
}
|
||
|
|
||
|
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
||
|
// Smooth the result (free antialiasing).
|
||
|
float edge0 = 0.0;
|
||
|
float smoothedAlpha = 1.0 - smoothstep(0.0, edge0, 1.0);
|
||
|
// Get the resultant shape.
|
||
|
vec4 quadColor = mix(
|
||
|
vec4(
|
||
|
shadow_color[0],
|
||
|
shadow_color[1],
|
||
|
shadow_color[2],
|
||
|
0.0
|
||
|
),
|
||
|
shadow_color,
|
||
|
smoothedAlpha
|
||
|
);
|
||
|
// Apply a drop shadow effect.
|
||
|
float shadowDistance = roundedBoxSDF(
|
||
|
fragCoord.xy - mouse.xy - (size / 2.0), size / 2.0, shadow_radius
|
||
|
);
|
||
|
float shadowAlpha = 1.0 - smoothstep(
|
||
|
-shadow_softness, shadow_softness, shadowDistance
|
||
|
);
|
||
|
fragColor = mix(quadColor, shadow_color, shadowAlpha - smoothedAlpha);
|
||
|
}
|