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70 lines
2.5 KiB
GLSL

#version 450
layout(location = 0) in vec2 v_texcoord;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D y_texture;
layout(binding = 2) uniform sampler2D u_texture;
layout(binding = 3) uniform sampler2D v_texture;
layout(binding = 4) uniform sampler2D h_texture;
layout(std140, binding = 0) uniform Params {
vec2 viewport;
vec4 roundRect;
float roundRadius;
vec4 fadeColor;
vec2 h_size;
vec4 h_extend;
vec4 h_components;
};
float roundedCorner(vec2 fc) {
vec2 rectHalf = roundRect.zw / 2.0;
vec2 rectCenter = roundRect.xy + rectHalf;
vec2 fromRectCenter = abs(fc - rectCenter);
vec2 vectorRadius = vec2(roundRadius + 0.5);
vec2 fromCenterWithRadius = fromRectCenter + vectorRadius;
vec2 fromRoundingCenter = max(fromCenterWithRadius, rectHalf) - rectHalf;
float rounded = length(fromRoundingCenter) - roundRadius;
return 1.0 - smoothstep(0.0, 1.0, rounded);
}
float shadow(vec2 fc) {
vec2 texcoord = fc - roundRect.xy + h_extend.xy;
vec2 total = roundRect.zw + h_extend.xy + h_extend.zw;
vec2 dividedTexcoord = texcoord / total;
float left = h_components.x / h_size.x;
float right = 1.0 - h_components.y / h_size.x;
float top = h_components.z / h_size.y;
float bottom = 1.0 - h_components.w / h_size.y;
float sampleX = dividedTexcoord.x < left
? dividedTexcoord.x * total.x / h_size.x
: dividedTexcoord.x > right
? 1.0 - (1.0 - dividedTexcoord.x) * total.x / h_size.x
: mix(left, right, (dividedTexcoord.x - left) / (right - left) * (h_size.x - h_components.x - h_components.y) / h_size.x + h_components.x / h_size.x);
float sampleY = dividedTexcoord.y < top
? dividedTexcoord.y * total.y / h_size.y
: dividedTexcoord.y > bottom
? 1.0 - (1.0 - dividedTexcoord.y) * total.y / h_size.y
: mix(top, bottom, (dividedTexcoord.y - top) / (bottom - top) * (h_size.y - h_components.z - h_components.w) / h_size.y + h_components.z / h_size.y);
return texture(h_texture, vec2(
clamp(sampleX, 0.0, 1.0),
clamp(sampleY, 0.0, 1.0))).a;
}
void main() {
vec2 fc = vec2(gl_FragCoord.x, viewport.y - gl_FragCoord.y);
float y = texture(y_texture, v_texcoord).r - 0.0625;
float u = texture(u_texture, v_texcoord).r - 0.5;
float v = texture(v_texture, v_texcoord).r - 0.5;
vec4 result = vec4(
1.164 * y + 1.596 * v,
1.164 * y - 0.392 * u - 0.813 * v,
1.164 * y + 2.017 * u,
1.0);
result = result * (1.0 - fadeColor.a) + fadeColor;
float corner = roundedCorner(fc);
float shadowValue = shadow(fc);
fragColor = result * corner + vec4(0.0, 0.0, 0.0, shadowValue) * (1.0 - corner);
}