@lightningtv/renderer
Version:
Lightning 3 Renderer
97 lines (81 loc) • 3.1 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 { valuesAreEqual } from '../../lib/utils.js';
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() {
this.uniform4fa('u_width', this.props!.width as Vec4);
this.uniform1i(
'u_asymWidth',
valuesAreEqual(this.props!.width as number[]) ? 0 : 1,
);
this.uniformRGBA('u_color', this.props!.color);
},
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_width;
uniform vec4 u_color;
uniform int u_asymWidth;
varying vec4 v_color;
varying vec2 v_position;
varying vec2 v_textureCoords;
float box(vec2 p, vec2 s) {
vec2 q = abs(p) - (s - (4.0 - u_pixelRatio));
return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0)));
}
float asymBorderWidth(vec2 p, float d, vec4 w) {
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 = box(p, size + 2.0);
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_textureCoords.xy * u_dimensions - halfDimensions;
float boxDist = box(boxUv, halfDimensions);
float boxAlpha = 1.0 - smoothstep(0.0, u_pixelRatio, boxDist);
float borderAlpha = 0.0;
if(u_asymWidth == 1) {
borderAlpha = asymBorderWidth(boxUv, boxDist, u_width);
}
else {
borderAlpha = 1.0 - smoothstep(u_width[0], u_width[0], abs(boxDist));
}
vec4 resColor = vec4(0.0);
resColor = mix(resColor, color, min(color.a, boxAlpha));
resColor = mix(resColor, u_color, min(u_color.a, min(borderAlpha, boxAlpha)));
gl_FragColor = resColor * u_alpha;
}
`,
};