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// Writeup: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/

#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

varying vec4 v_color;
varying vec2 v_texcoord;

uniform vec2 position;
uniform vec2 size;
uniform vec2 offset;
uniform float blur_sigma;
uniform float corner_radius;

float gaussian(float x, float sigma) {
    const float pi = 3.141592653589793;
    return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma);
}

// approximates the error function, needed for the gaussian integral
vec2 erf(vec2 x) {
    vec2 s = sign(x), a = abs(x);
    x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
    x *= x;
    return s - s / (x * x);
}

// return the blurred mask along the x dimension
float roundedBoxShadowX(float x, float y, float sigma, float corner, vec2 halfSize) {
    float delta = min(halfSize.y - corner - abs(y), 0.0);
    float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
    vec2 integral = 0.5 + 0.5 * erf((x + vec2(-curved, curved)) * (sqrt(0.5) / sigma));
    return integral.y - integral.x;
}

// return the mask for the shadow of a box from lower to upper
float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner_radius) {
    // Center everything to make the math easier
    vec2 center = (lower + upper) * 0.5;
    vec2 halfSize = (upper - lower) * 0.5;
    point -= center;

    // The signal is only non-zero in a limited range, so don't waste samples
    float low = point.y - halfSize.y;
    float high = point.y + halfSize.y;
    float start = clamp(-3.0 * sigma, low, high);
    float end = clamp(3.0 * sigma, low, high);

    // Accumulate samples (we can get away with surprisingly few samples)
    float step = (end - start) / 4.0;
    float y = start + step * 0.5;
    float value = 0.0;
    for (int i = 0; i < 4; i++) {
        value += roundedBoxShadowX(point.x, point.y - y, sigma, corner_radius, halfSize) * gaussian(y, sigma) * step;
        y += step;
    }

    return value;
}

// per-pixel "random" number between 0 and 1
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 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
    shadow_alpha += (random() - 0.5) / 128.0;

    // get the window alpha so we can render around the window (fix pixel gap by adding 0.5 to radius)
    float window_alpha = 1.0 - smoothstep(-1.0, 1.0, roundRectSDF((size * 0.5) - blur_sigma, position + blur_sigma, corner_radius + 0.5));

    gl_FragColor = vec4(v_color.rgb, shadow_alpha) * (1.0 - window_alpha);
}