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@lightningtv/renderer

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/* * 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: ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif 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: ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif //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; } `, };