@lightningtv/renderer
Version:
Lightning 3 Renderer
64 lines (59 loc) • 2.3 kB
JavaScript
/*
* 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 { HolePunchTemplate, } from '../templates/HolePunchTemplate.js';
export const HolePunch = {
props: HolePunchTemplate.props,
update() {
this.uniform2f('u_pos', this.props.x, this.props.y);
//precalculate to halfSize once instead of for every pixel
this.uniform2f('u_size', this.props.width * 0.5, this.props.height * 0.5);
this.uniform4fa('u_radius', calcFactoredRadiusArray(this.props.radius, this.props.width, this.props.height));
},
getCacheMarkers(props) {
return `radiusArray:${Array.isArray(props.radius)}`;
},
fragment: `
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
# else
precision mediump float;
# endif
uniform float u_alpha;
uniform float u_pixelRatio;
uniform vec2 u_dimensions;
uniform sampler2D u_texture;
uniform vec2 u_size;
uniform vec2 u_pos;
uniform vec4 u_radius;
uniform vec4 u_color;
varying vec4 v_color;
varying vec2 v_textureCoords;
void main() {
vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
vec2 p = (v_textureCoords.xy * u_dimensions.xy - u_pos) - u_size;
vec4 r = u_radius;
r.xy = (p.x > 0.0) ? r.yz : r.xw;
r.x = (p.y > 0.0) ? r.y : r.x;
p = abs(p) - u_size + r.x;
float dist = min(max(p.x, p.y), 0.0) + length(max(p, 0.0)) - r.x + 2.0;
float roundedAlpha = 1.0 - smoothstep(0.0, u_pixelRatio, dist);
gl_FragColor = mix(color, vec4(0.0), min(color.a, roundedAlpha));
}
`,
};
//# sourceMappingURL=HolePunch.js.map