@lightningjs/renderer
Version:
Lightning 3 Renderer
99 lines (83 loc) • 3.23 kB
text/typescript
/*
* 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 type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js';
/**
* Minimal shader used exclusively for the stencil write pass during
* rounded-corner clipping. Color output is discarded (colorMask is off when
* this shader runs). The fragment shader uses an SDF rounded-rect function to
* discard fragments that fall outside the clip shape so only in-bounds pixels
* increment the stencil buffer.
*
* Props are set directly via uniforms by the renderer — this shader is never
* exposed as a user-selectable shader type.
*
* Uniforms set by WebGlRenderer.beginRoundedClip():
* u_dimensions — vec2 clip region width/height in pixels
* u_position — vec2 clip region top-left corner in screen pixels
* u_radius — float uniform corner radius (pixels)
* u_resolution — vec2 canvas resolution (shared renderer uniform)
* u_pixelRatio — float pixel ratio (shared renderer uniform)
*/
export const StencilClip: WebGlShaderType = {
vertex: `
precision highp float;
precision mediump float;
attribute vec2 a_position;
attribute vec2 a_nodeCoords;
uniform vec2 u_resolution;
uniform float u_pixelRatio;
varying vec2 v_nodeCoords;
void main() {
vec2 normalized = a_position * u_pixelRatio;
vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
v_nodeCoords = a_nodeCoords;
gl_Position = vec4(normalized.x * screenSpace.x - 1.0, normalized.y * -abs(screenSpace.y) + 1.0, 0.0, 1.0);
gl_Position.y = -sign(screenSpace.y) * gl_Position.y;
}
`,
fragment: `
precision highp float;
precision mediump float;
uniform vec2 u_dimensions;
uniform float u_radius;
uniform float u_pixelRatio;
varying vec2 v_nodeCoords;
float roundedBox(vec2 p, vec2 s, float r) {
vec2 q = abs(p) - s + r;
return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0))) - r;
}
void main() {
vec2 halfDimensions = u_dimensions * 0.5;
vec2 boxUv = v_nodeCoords.xy * u_dimensions - halfDimensions;
float boxDist = roundedBox(boxUv, halfDimensions, u_radius);
float edgeWidth = 1.0 / u_pixelRatio;
float alpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, boxDist);
if (alpha < 0.5) {
discard;
}
gl_FragColor = vec4(0.0);
}
`,
};