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@lightningtv/renderer

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/* * 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, valuesAreEqual } from '../../lib/utils.js'; import { RoundedWithBorderTemplate, } from '../templates/RoundedWithBorderTemplate.js'; import { Rounded } from './Rounded.js'; export const RoundedWithBorder = { props: RoundedWithBorderTemplate.props, update(node) { this.uniformRGBA('u_border_color', this.props['border-color']); this.uniform4fa('u_border_width', this.props['border-width']); this.uniform1i('u_border_asym', valuesAreEqual(this.props['border-width']) ? 0 : 1); this.uniform4fa('u_radius', calcFactoredRadiusArray(this.props.radius, node.width, node.height)); }, vertex: Rounded.vertex, 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 vec4 u_radius; uniform vec4 u_border_width; uniform vec4 u_border_color; uniform int u_border_asym; varying vec4 v_color; varying vec2 v_textureCoords; varying vec2 v_nodeCoords; 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 asymBorderWidth(vec2 p, float d, vec4 r, vec4 w) { r.x = (r.x - (max(w.w, w.x) - min(w.w, w.x))) * 0.5; r.y = (r.y - (max(w.y, w.x) - min(w.y, w.x))) * 0.5; r.z = (r.z - (max(w.y, w.z) - min(w.y, w.z))) * 0.5; r.w = (r.w - (max(w.w, w.z) - min(w.w, w.z))) * 0.5; p.x += w.y > w.w ? (w.y - w.w) * 0.5 : -(w.w - w.y) * 0.5; p.y += w.z > w.x ? (w.z - w.x) * 0.5 : -(w.x - w.z) * 0.5; vec2 size = vec2(u_dimensions.x - (w[3] + w[1]), u_dimensions.y - (w[0] + w[2])) * 0.5; float borderDist = roundedBox(p, size + u_pixelRatio, r); return 1.0 - smoothstep(0.0, u_pixelRatio, max(-borderDist, d)); } void main() { vec4 color = texture2D(u_texture, v_textureCoords) * v_color; vec2 halfDimensions = (u_dimensions * 0.5); vec2 boxUv = v_nodeCoords.xy * u_dimensions - halfDimensions; float boxDist = roundedBox(boxUv, halfDimensions, u_radius); float roundedAlpha = 1.0 - smoothstep(0.0, u_pixelRatio, boxDist); float borderAlpha = 0.0; if(u_border_asym == 1) { borderAlpha = asymBorderWidth(boxUv, boxDist, u_radius, u_border_width); } else { borderAlpha = 1.0 - smoothstep(u_border_width[0] - u_pixelRatio, u_border_width[0], abs(boxDist)); } vec4 resColor = vec4(0.0); resColor = mix(resColor, color, min(color.a, roundedAlpha)); resColor = mix(resColor, u_border_color, min(u_border_color.a, min(borderAlpha, roundedAlpha))); gl_FragColor = resColor * u_alpha; } `, }; //# sourceMappingURL=RoundedWithBorder.js.map