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uniform float radius;
uniform vec2 band_pos;
uniform vec2 band_size;
uniform vec4 band_color;
uniform vec2 resolution;
float rounded_rect(vec2 coord, vec2 size, float 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 - shadow_offset * 2.0) * 0.5;
float rect_dist = rounded_rect(uv - center, size, radius);
float a = clamp(1.0 - smoothstep(0.0, 2.0, rect_dist), 0.0, 1.0);
// 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);
float shadow_a = clamp(1.0 - smoothstep(0.0, shadow_offset.x, rect_dist), 0.0, 1.0);
front_color.a *= a;
gl_FragColor = mix(front_color, vec4(0.0, 0.0, 0.0, 0.14), clamp(shadow_a - a, 0.0, 1.0));
}
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