@lightningjs/renderer
Version:
Lightning 3 Renderer
170 lines (138 loc) • 5.95 kB
text/typescript
/*
* 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 {
BorderTemplate,
type BorderProps,
} from '../templates/BorderTemplate.js';
import type { Vec4 } from '../../renderers/webgl/internal/ShaderUtils.js';
import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js';
export const Border: WebGlShaderType<BorderProps> = {
props: BorderTemplate.props,
update(node) {
this.uniform4fa('u_borderWidth', this.props!.w as Vec4);
this.uniformRGBA('u_borderColor', this.props!.color);
this.uniform1f('u_borderGap', this.props!.gap as number);
this.uniform1f('u_borderAlign', this.props!.align as number);
},
vertex: `
precision highp float;
precision mediump float;
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 vec2 u_dimensions;
uniform vec4 u_radius;
uniform vec4 u_borderWidth;
uniform float u_borderGap;
uniform float u_borderAlign;
varying vec4 v_color;
varying vec2 v_textureCoords;
varying vec2 v_nodeCoords;
varying vec2 v_innerSize;
varying vec2 v_outerSize;
varying vec2 v_outerBorderUv;
varying vec2 v_innerBorderUv;
varying vec2 v_halfDimensions;
varying float v_edgeWidth;
void main() {
vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
vec2 edge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0);
v_edgeWidth = 1.0 / u_pixelRatio;
vec4 adjustedBorderWidth = u_borderWidth - 1.0 + clamp(u_borderWidth, -1.0, 1.0);
float borderTop = adjustedBorderWidth.x;
float borderRight = adjustedBorderWidth.y;
float borderBottom = adjustedBorderWidth.z;
float borderLeft = adjustedBorderWidth.w;
v_outerBorderUv = vec2(0.0);
v_innerBorderUv = vec2(0.0);
vec2 borderSize = vec2(borderRight + borderLeft, borderTop + borderBottom);
vec2 extraSize = borderSize * u_borderAlign;
float gapLeft = step(0.001, borderLeft) * u_borderGap;
float gapRight = step(0.001, borderRight) * u_borderGap;
float gapTop = step(0.001, borderTop) * u_borderGap;
float gapBottom = step(0.001, borderBottom) * u_borderGap;
vec2 gapSize = vec2(gapLeft + gapRight, gapTop + gapBottom);
v_outerSize = (u_dimensions + gapSize + extraSize) * 0.5;
v_innerSize = v_outerSize - borderSize * 0.5;
// Use sign() to avoid branching
vec2 borderDiff = vec2(borderRight - borderLeft, borderBottom - borderTop);
vec2 signDiff = sign(borderDiff);
borderDiff = abs(borderDiff);
vec2 gapDiff = vec2(gapRight - gapLeft, gapBottom - gapTop);
vec2 signGapDiff = sign(gapDiff);
gapDiff = abs(gapDiff);
v_outerBorderUv = -signDiff * borderDiff * u_borderAlign * 0.5 - signGapDiff * gapDiff * 0.5;
v_innerBorderUv = v_outerBorderUv + signDiff * borderDiff * 0.5;
vec2 edgeOffsetExtra = step(u_dimensions * 0.5, v_outerSize) * edge * (extraSize + u_borderGap);
vec2 borderEdge = edgeOffsetExtra;
vec2 vertexPos = (a_position + edge + borderEdge) * 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_color = a_color;
v_nodeCoords = a_nodeCoords + (screenSpace + borderEdge) / (u_dimensions);
v_textureCoords = a_textureCoords + (screenSpace + borderEdge) / (u_dimensions);
v_halfDimensions = u_dimensions * 0.5;
}
`,
fragment: `
precision highp float;
precision mediump float;
uniform vec2 u_resolution;
uniform float u_pixelRatio;
uniform float u_alpha;
uniform vec2 u_dimensions;
uniform sampler2D u_texture;
uniform vec4 u_borderWidth;
uniform vec4 u_borderColor;
uniform float u_borderGap;
varying vec4 v_color;
varying vec2 v_nodeCoords;
varying vec2 v_textureCoords;
varying vec2 v_innerSize;
varying vec2 v_outerSize;
varying vec2 v_outerBorderUv;
varying vec2 v_innerBorderUv;
varying vec2 v_halfDimensions;
varying float v_edgeWidth;
float box(vec2 p, vec2 s) {
vec2 q = abs(p) - s;
return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0)));
}
void main() {
vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
vec4 resultColor = vec4(0.0);
vec2 boxUv = v_nodeCoords.xy * u_dimensions - v_halfDimensions;
float nodeDist = box(boxUv, v_halfDimensions - v_edgeWidth);
float nodeAlpha = 1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, nodeDist);
resultColor = mix(resultColor, color, nodeAlpha);
float outerDist = box(boxUv + v_outerBorderUv, v_outerSize - v_edgeWidth);
float innerDist = box(boxUv + v_innerBorderUv, v_innerSize - v_edgeWidth);
float borderDist = max(-innerDist, outerDist);
float borderAlpha = (1.0 - smoothstep(-0.5 * v_edgeWidth, 0.5 * v_edgeWidth, borderDist)) * u_borderColor.a;
resultColor = mix(resultColor, vec4(u_borderColor.rgb, 1.0), borderAlpha);
gl_FragColor = resultColor * u_alpha;
}
`,
};