#version 450 layout (binding = 1) uniform sampler2D samplerColor; struct Gui { vec4 offset; vec4 color; int mode; float depth; int sdf; int shadowbox; vec4 stroke; float weight; int spread; float scale; float padding; }; layout (location = 0) in vec2 inUv; layout (location = 1) in flat Gui inGui; layout (location = 0) out vec4 outFragColor; void main() { if ( inUv.x < inGui.offset.x ) discard; if ( inUv.y < inGui.offset.y ) discard; if ( inUv.x > inGui.offset.z ) discard; if ( inUv.y > inGui.offset.w ) discard; if ( inGui.shadowbox == 1 ) { outFragColor = inGui.color; return; } float dist = texture(samplerColor, inUv).r; if ( inGui.sdf == 1 ) { float smoothing = ( inGui.spread > 0 && inGui.scale > 0 ) ? 0.25 / (inGui.spread * inGui.scale) : 0.25 / (4 * 1.5); float outlining = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist); float alpha = smoothstep(inGui.weight - smoothing, inGui.weight + smoothing, dist); vec4 c = inGui.color; outFragColor = mix(inGui.stroke, c, outlining); outFragColor.a = inGui.color.a * alpha; if ( alpha < 0.001 ) discard; if ( alpha > 1 ) discard; } else { outFragColor = vec4(inGui.color) * dist; if ( dist < 0.001 ) discard; if ( dist > 1 ) discard; } }