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-rw-r--r--render/fx_renderer/gles2/shaders/box_shadow.frag15
1 files changed, 11 insertions, 4 deletions
diff --git a/render/fx_renderer/gles2/shaders/box_shadow.frag b/render/fx_renderer/gles2/shaders/box_shadow.frag
index 92d40fc..9ab9937 100644
--- a/render/fx_renderer/gles2/shaders/box_shadow.frag
+++ b/render/fx_renderer/gles2/shaders/box_shadow.frag
@@ -65,15 +65,22 @@ float random() {
return fract(sin(dot(vec2(12.9898, 78.233), gl_FragCoord.xy)) * 43758.5453);
}
+float roundRectSDF(vec2 half_size, vec2 position, float radius) {
+ 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() {
- float frag_alpha = v_color.a * roundedBoxShadow(
+ float shadow_alpha = v_color.a * roundedBoxShadow(
position + blur_sigma,
position + size - blur_sigma,
gl_FragCoord.xy, blur_sigma * 0.5,
corner_radius);
-
// dither the alpha to break up color bands
- frag_alpha += (random() - 0.5) / 128.0;
+ shadow_alpha += (random() - 0.5) / 128.0;
+
+ // get the window alpha so we can render around the window
+ float window_alpha = 1.0 - smoothstep(-1.0, 1.0, roundRectSDF((size * 0.5) - blur_sigma, position + blur_sigma, corner_radius));
- gl_FragColor = vec4(v_color.rgb, frag_alpha);
+ gl_FragColor = vec4(v_color.rgb, shadow_alpha * (1.0 - window_alpha));
}