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@lightningjs/renderer

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/* * If not stated otherwise in this file or this component's LICENSE file the * following copyright and licenses apply: * * 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. */ import { updateFloat32ArrayLength4, validateArrayLength4, } from './EffectUtils.js'; import { ShaderEffect, type DefaultEffectProps, type ShaderEffectUniforms, type ShaderEffectValueMap, } from './ShaderEffect.js'; /** * Properties of the {@link FadeOutEffect} * */ export interface FadeOutEffectProps extends DefaultEffectProps { /** * Fade around the edges of the node * * @remarks * You can input an array with a length of up to four or a number. * * array length 4: * [top, right, bottom, left] * * array length 2: * [20, 40] -> [20(top), 40(right), 20(bottom), 40(left)] * * array length 3: * [20, 40, 60] -> [20(top), 40(right), 60(bottom), 20(left)] * * number: * 30 -> [30, 30, 30, 30] * * @default 10 */ fade?: number | number[]; } export class FadeOutEffect extends ShaderEffect { static z$__type__Props: FadeOutEffectProps; override readonly name = 'fadeOut'; static override getEffectKey(): string { return `fadeOut`; } static override uniforms: ShaderEffectUniforms = { fade: { value: 0, method: 'uniform4fv', type: 'vec4', validator: validateArrayLength4, updateProgramValue: updateFloat32ArrayLength4, }, }; static override resolveDefaults( props: FadeOutEffectProps, ): Required<FadeOutEffectProps> { return { fade: props.fade ?? 10, }; } static override onColorize = ` vec2 point = v_nodeCoordinate.xy * u_dimensions.xy; vec2 pos1; vec2 pos2; vec2 d; float c; vec4 result = maskColor; if(fade[0] > 0.0) { pos1 = vec2(point.x, point.y); pos2 = vec2(point.x, point.y + fade[0]); d = pos2 - pos1; c = dot(pos1, d) / dot(d, d); result = mix(vec4(0.0), result, smoothstep(0.0, 1.0, clamp(c, 0.0, 1.0))); } if(fade[1] > 0.0) { pos1 = vec2(point.x - u_dimensions.x - fade[1], v_nodeCoordinate.y); pos2 = vec2(point.x - u_dimensions.x, v_nodeCoordinate.y); d = pos1 - pos2; c = dot(pos2, d) / dot(d, d); result = mix(vec4(0.0), result, smoothstep(0.0, 1.0, clamp(c, 0.0, 1.0))); } if(fade[2] > 0.0) { pos1 = vec2(v_nodeCoordinate.x, point.y - u_dimensions.y - fade[2]); pos2 = vec2(v_nodeCoordinate.x, point.y - u_dimensions.y); d = pos1 - pos2; c = dot(pos2, d) / dot(d, d); result = mix(vec4(0.0), result, smoothstep(0.0, 1.0, clamp(c, 0.0, 1.0))); } if(fade[3] > 0.0) { pos1 = vec2(point.x, point.y); pos2 = vec2(point.x + fade[3], point.y); d = pos2 - pos1; c = dot(pos1, d) / dot(d, d); result = mix(vec4(0.0), result, smoothstep(0.0, 1.0, clamp(c, 0.0, 1.0))); } return result; `; }