diff options
Diffstat (limited to 'render/fx_renderer/gles2/shaders/box_shadow.frag')
-rw-r--r-- | render/fx_renderer/gles2/shaders/box_shadow.frag | 15 |
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)); } |