diff options
Diffstat (limited to 'shaders/rounded_rectangle.glsl')
-rw-r--r-- | shaders/rounded_rectangle.glsl | 13 |
1 files changed, 8 insertions, 5 deletions
diff --git a/shaders/rounded_rectangle.glsl b/shaders/rounded_rectangle.glsl index 956e28e..8c379b7 100644 --- a/shaders/rounded_rectangle.glsl +++ b/shaders/rounded_rectangle.glsl @@ -5,18 +5,21 @@ uniform vec4 band_color; uniform vec2 resolution; float rounded_rect(vec2 coord, vec2 size, float r) { - return smoothstep(0.0, 2.0, length(max(abs(coord) - size, 0.0)) - r); + return length(max(abs(coord) - size+r, 0.0)) - r; } void main() { + vec2 shadow_offset = vec2(20.0, 20.0); vec2 uv = gl_TexCoord[0].xy * resolution; vec2 center = resolution * 0.5; - vec2 size = resolution * 0.5; + vec2 size = (resolution - shadow_offset * 2.0) * 0.5; - float a = clamp(rounded_rect(uv - center, size - radius, radius), 0.0, 1.0); + float rect_dist = rounded_rect(uv - center, size, radius); + float a = 1.0 - smoothstep(0.0, 2.0, rect_dist); // same as: if(uv.x >= band_pos.x && uv.x <= band_pos.x + band_size.x && uv.y >= band_pos.y && uv.y <= band_pos.y + band_size.y) vec2 band_blend = step(band_pos, uv) - step(band_pos + band_size, uv); vec4 front_color = mix(gl_Color, band_color, band_blend.x*band_blend.y); - front_color.a *= (1.0 - a); - gl_FragColor = front_color; + float shadow_a = 1.0 - smoothstep(0.0, shadow_offset.x, rect_dist); + front_color.a *= a; + gl_FragColor = mix(front_color, vec4(0.0, 0.0, 0.0, 0.135), shadow_a - a); }
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