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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 type { CoreNode } from '../../CoreNode.js'; import { calcFactoredRadiusArray, valuesAreEqual } from '../../lib/utils.js'; import type { Vec4 } from '../../renderers/webgl/internal/ShaderUtils.js'; import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js'; import { RoundedWithBorderAndShadowTemplate, type RoundedWithBorderAndShadowProps, } from '../templates/RoundedWithBorderAndShadowTemplate.js'; import { Shadow } from './Shadow.js'; export const RoundedWithBorderAndShadow: WebGlShaderType<RoundedWithBorderAndShadowProps> = { props: RoundedWithBorderAndShadowTemplate.props, update(node: CoreNode) { this.uniformRGBA('u_border_color', this.props!['border-color']); this.uniform4fa('u_border_width', this.props!['border-width'] as Vec4); this.uniform1i( 'u_border_asym', valuesAreEqual(this.props!['border-width'] as number[]) ? 0 : 1, ); this.uniformRGBA('u_shadow_color', this.props!['shadow-color']); this.uniform4fa('u_shadow', this.props!['shadow-projection']); this.uniform4fa( 'u_radius', calcFactoredRadiusArray( this.props!.radius as Vec4, node.width, node.height, ), ); }, vertex: Shadow.vertex as string, 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 float u_rtt; uniform vec4 u_radius; uniform vec4 u_border_width; uniform vec4 u_border_color; uniform int u_border_asym; uniform vec4 u_shadow_color; uniform vec4 u_shadow; 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, r); return 1.0 - smoothstep(0.0, u_pixelRatio, max(-borderDist, d)); } float shadowBox(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; float dist = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x; return 1.0 - smoothstep(-u_shadow.w, u_shadow.w + u_shadow.z, dist); } 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 outerBoxDist = roundedBox(boxUv, halfDimensions, u_radius); float roundedAlpha = 1.0 - smoothstep(0.0, u_pixelRatio, outerBoxDist); float borderAlpha = 0.0; if(u_border_asym == 1) { borderAlpha = asymBorderWidth(boxUv, outerBoxDist, u_radius, u_border_width); } else { borderAlpha = 1.0 - smoothstep(u_border_width[0], u_border_width[0], abs(outerBoxDist)); } float shadowAlpha = shadowBox(boxUv - u_shadow.xy, halfDimensions + u_shadow.w, u_radius + u_shadow.z); vec4 resColor = vec4(0.0); resColor = mix(resColor, u_shadow_color, shadowAlpha); 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; } `, };