UNPKG

@lightningjs/renderer

Version:
163 lines (135 loc) 5.99 kB
/* * Copyright 2023 Comcast Cable Communications Management, LLC * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * SPDX-License-Identifier: Apache-2.0 */ import { calcFactoredRadiusArray } from '../../lib/utils.js'; import { RoundedWithBorderAndShadowTemplate, } from '../templates/RoundedWithBorderAndShadowTemplate.js'; export const RoundedWithBorderAndShadow = { props: RoundedWithBorderAndShadowTemplate.props, update(node) { const props = this.props; this.uniformRGBA('u_borderColor', props['border-color']); this.uniform4fa('u_borderWidth', props['border-w']); this.uniformRGBA('u_shadowColor', props['shadow-color']); this.uniform4fa('u_shadow', props['shadow-projection']); this.uniform4fa('u_radius', calcFactoredRadiusArray(props.radius, node.w, node.h)); }, vertex: ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif attribute vec2 a_position; attribute vec2 a_textureCoords; attribute vec4 a_color; attribute vec2 a_nodeCoords; uniform vec2 u_resolution; uniform float u_pixelRatio; uniform float u_rtt; uniform vec2 u_dimensions; uniform vec4 u_shadow; uniform vec4 u_radius; uniform vec4 u_borderWidth; varying vec4 v_color; varying vec2 v_textureCoords; varying vec2 v_nodeCoords; varying vec4 v_innerRadius; varying vec2 v_innerSize; varying vec2 v_halfDimensions; varying float v_borderZero; void main() { vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y); vec2 outerEdge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0); vec2 shadowEdge = outerEdge * ((u_shadow.w * 2.0)+ u_shadow.z) + u_shadow.xy; vec2 normVertexPos = a_position * u_pixelRatio; vec2 vertexPos = (a_position + outerEdge + shadowEdge) * u_pixelRatio; gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0); v_halfDimensions = u_dimensions * 0.5; v_color = a_color; v_nodeCoords = a_nodeCoords + (screenSpace + shadowEdge) / (u_dimensions); v_textureCoords = a_textureCoords + (screenSpace + shadowEdge) / (u_dimensions); v_borderZero = u_borderWidth == vec4(0.0) ? 1.0 : 0.0; if(v_borderZero == 0.0) { v_innerRadius = vec4( max(0.0, u_radius.x - max(u_borderWidth.x, u_borderWidth.w) - 0.5), max(0.0, u_radius.y - max(u_borderWidth.x, u_borderWidth.y) - 0.5), max(0.0, u_radius.z - max(u_borderWidth.z, u_borderWidth.y) - 0.5), max(0.0, u_radius.w - max(u_borderWidth.z, u_borderWidth.w) - 0.5) ); v_innerSize = (vec2(u_dimensions.x - (u_borderWidth[3] + u_borderWidth[1]) - 1.0, u_dimensions.y - (u_borderWidth[0] + u_borderWidth[2])) - 2.0) * 0.5; } } `, fragment: ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif uniform vec2 u_resolution; uniform float u_pixelRatio; uniform float u_alpha; uniform vec2 u_dimensions; uniform sampler2D u_texture; uniform float u_rtt; uniform vec4 u_radius; uniform vec4 u_borderWidth; uniform vec4 u_borderColor; uniform vec4 u_shadowColor; uniform vec4 u_shadow; varying vec4 v_color; varying vec2 v_textureCoords; varying vec2 v_nodeCoords; varying vec2 v_halfDimensions; varying vec4 v_innerRadius; varying vec2 v_innerSize; varying float v_borderZero; float roundedBox(vec2 p, vec2 s, vec4 r) { r.xy = (p.x > 0.0) ? r.yz : r.xw; r.x = (p.y > 0.0) ? r.y : r.x; vec2 q = abs(p) - s + r.x; return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0))) - r.x; } float shadowBox(vec2 p, vec2 s, vec4 r) { r.xy = (p.x > 0.0) ? r.yz : r.xw; r.x = (p.y > 0.0) ? r.y : r.x; vec2 q = abs(p) - s + r.x; float dist = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x; return 1.0 - smoothstep(-u_shadow.w, u_shadow.w + u_shadow.z, dist); } void main() { vec4 color = texture2D(u_texture, v_textureCoords) * v_color; vec2 boxUv = v_nodeCoords.xy * u_dimensions - v_halfDimensions; float outerDist = roundedBox(boxUv, v_halfDimensions - 1.0, u_radius); float edgeWidth = 1.0 / u_pixelRatio; float outerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, outerDist); float shadowAlpha = shadowBox(boxUv - u_shadow.xy, v_halfDimensions + u_shadow.w, u_radius + u_shadow.z); vec4 shadow = mix(vec4(0.0), u_shadowColor, shadowAlpha); if(v_borderZero == 1.0) { gl_FragColor = mix(shadow, color, outerAlpha) * u_alpha; return; } boxUv.x += u_borderWidth.y > u_borderWidth.w ? (u_borderWidth.y - u_borderWidth.w) * 0.5 : -(u_borderWidth.w - u_borderWidth.y) * 0.5; boxUv.y += u_borderWidth.z > u_borderWidth.x ? ((u_borderWidth.z - u_borderWidth.x) * 0.5 + 0.5) : -(u_borderWidth.x - u_borderWidth.z) * 0.5; float innerDist = roundedBox(boxUv, v_innerSize, v_innerRadius); float innerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, innerDist); vec4 resColor = mix(u_borderColor, color, innerAlpha); resColor = mix(shadow, resColor, outerAlpha); gl_FragColor = resColor * u_alpha; } `, }; //# sourceMappingURL=RoundedWithBorderAndShadow.js.map