diff options
author | William McKinnon <[email protected]> | 2024-09-18 06:38:01 -0400 |
---|---|---|
committer | GitHub <[email protected]> | 2024-09-18 12:38:01 +0200 |
commit | 9b30e2d5e97c455d5a8c0e6b5e37ce50a4e3db81 (patch) | |
tree | f88ad21157e183084999c408a82a9c3a6e280539 /render/fx_renderer/gles2/shaders/tex.frag | |
parent | b05b1732f4e8423145cb2f9e84a6d43e28c26557 (diff) |
feat: removed stencil from shadow rendering (#61)
* removed stencil from shadow rendering
* removed the rest of the stencil mask
* fix
* Don't render inner region of shadow
---------
Co-authored-by: Erik Reider <[email protected]>
Diffstat (limited to 'render/fx_renderer/gles2/shaders/tex.frag')
-rw-r--r-- | render/fx_renderer/gles2/shaders/tex.frag | 22 |
1 files changed, 12 insertions, 10 deletions
diff --git a/render/fx_renderer/gles2/shaders/tex.frag b/render/fx_renderer/gles2/shaders/tex.frag index d08c95d..1377c00 100644 --- a/render/fx_renderer/gles2/shaders/tex.frag +++ b/render/fx_renderer/gles2/shaders/tex.frag @@ -26,7 +26,7 @@ uniform sampler2D tex; uniform float alpha; -uniform vec2 size; +uniform vec2 half_size; uniform vec2 position; uniform float radius; uniform bool has_titlebar; @@ -42,19 +42,21 @@ vec4 sample_texture() { #endif } +float roundRectSDF() { + vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius; + return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius; +} + void main() { gl_FragColor = mix(sample_texture(), dim_color, dim) * alpha; - if (!has_titlebar || gl_FragCoord.y - position.y > radius) { - vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy); - if (max(corner_distance.x, corner_distance.y) < radius) { - float d = radius - distance(corner_distance, vec2(radius)); - float smooth = smoothstep(-1.0, 0.5, d); - gl_FragColor = mix(vec4(0), gl_FragColor, smooth); - } - } - if (discard_transparent && gl_FragColor.a == 0.0) { discard; + return; + } + + if (!has_titlebar || gl_FragCoord.y - position.y > radius) { + float alpha = smoothstep(-1.0, 1.0, roundRectSDF()); + gl_FragColor = mix(gl_FragColor, vec4(0.0), alpha); } } |