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