@lightningtv/renderer
Version:
Lightning 3 Renderer
118 lines (102 loc) • 3.54 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';
import { calcFactoredRadiusArray } from '../../lib/utils.js';
import {
RoundedTemplate,
type RoundedProps,
} from '../templates/RoundedTemplate.js';
import type { CoreNode } from '../../CoreNode.js';
import type { Vec4 } from '../../renderers/webgl/internal/ShaderUtils.js';
/**
* Similar to the {@link DefaultShader} but cuts out 4 rounded rectangle corners
* as defined by the specified corner {@link RoundedProps.radius}
*/
export const Rounded: WebGlShaderType<RoundedProps> = {
props: RoundedTemplate.props,
update(node: CoreNode) {
this.uniform4fa(
'u_radius',
calcFactoredRadiusArray(
this.props!.radius as Vec4,
node.width,
node.height,
),
);
},
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;
varying vec4 v_color;
varying vec2 v_textureCoords;
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_color = a_color;
v_nodeCoords = a_nodeCoords;
v_textureCoords = a_textureCoords;
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;
//renderer applies these uniforms automatically
uniform vec2 u_resolution;
uniform vec2 u_dimensions;
uniform float u_alpha;
uniform sampler2D u_texture;
//custom uniforms
uniform vec4 u_radius;
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;
}
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, 1.0, boxDist);
vec4 resColor = vec4(0.0);
resColor = mix(resColor, color, roundedAlpha);
gl_FragColor = resColor * u_alpha;
}
`,
};