$input v_position, v_texcoord0 #include "../common.sh" #define EDGE_AA 1 uniform mat3 u_scissorMat; uniform mat3 u_paintMat; uniform vec4 u_innerCol; uniform vec4 u_outerCol; uniform vec4 u_scissorExtScale; uniform vec4 u_extentRadius; uniform vec4 u_params; SAMPLER2D(s_tex, 0); #define u_scissorExt (u_scissorExtScale.xy) #define u_scissorScale (u_scissorExtScale.zw) #define u_extent (u_extentRadius.xy) #define u_radius (u_extentRadius.z) #define u_feather (u_params.x) #define u_strokeMult (u_params.y) #define u_texType (u_params.z) #define u_type (u_params.w) float sdroundrect(vec2 pt, vec2 ext, float rad) { vec2 ext2 = ext - vec2(rad,rad); vec2 d = abs(pt) - ext2; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0) ) - rad; } // Scissoring float scissorMask(vec2 p) { vec2 sc = abs(mul(u_scissorMat, vec3(p, 1.0) ).xy) - u_scissorExt; sc = vec2(0.5, 0.5) - sc * u_scissorScale; return clamp(sc.x, 0.0, 1.0) * clamp(sc.y, 0.0, 1.0); } // Stroke - from [0..1] to clipped pyramid, where the slope is 1px. float strokeMask(vec2 _texcoord) { #if EDGE_AA return min(1.0, (1.0 - abs(_texcoord.x*2.0 - 1.0) )*u_strokeMult) * min(1.0, _texcoord.y); #else return 1.0; #endif // EDGE_AA } void main() { vec4 result; float scissor = scissorMask(v_position); float strokeAlpha = strokeMask(v_texcoord0); if (u_type == 0.0) // Gradient { // Calculate gradient color using box gradient vec2 pt = mul(u_paintMat, vec3(v_position, 1.0) ).xy; float d = clamp( (sdroundrect(pt, u_extent, u_radius) + u_feather*0.5) / u_feather, 0.0, 1.0); vec4 color = mix(u_innerCol, u_outerCol, d); // Combine alpha color.w *= strokeAlpha * scissor; result = color; } else if (u_type == 1.0) // Image { // Calculate color from texture vec2 pt = mul(u_paintMat, vec3(v_position, 1.0) ).xy / u_extent; vec4 color = texture2D(s_tex, pt); color = u_texType == 0.0 ? color : vec4(1.0, 1.0, 1.0, color.x); // Combine alpha color.w *= strokeAlpha * scissor; result = color; } else if (u_type == 2.0) // Stencil fill { result = vec4(1.0, 1.0, 1.0, 1.0); } else if (u_type == 3.0) // Textured tris { vec4 color = texture2D(s_tex, v_texcoord0.xy); color = u_texType == 0.0 ? color : vec4(1.0, 1.0, 1.0, color.x); color.w *= scissor; result = color * u_innerCol; } gl_FragColor = result; }