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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 } from '../../lib/utils.js'; import type { Vec4 } from '../../renderers/webgl/internal/ShaderUtils.js'; import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js'; import { RoundedWithShadowTemplate, type RoundedWithShadowProps, } from '../templates/RoundedWithShadowTemplate.js'; import { Shadow } from './Shadow.js'; export const RoundedWithShadow: WebGlShaderType<RoundedWithShadowProps> = { props: RoundedWithShadowTemplate.props, update(node: CoreNode) { 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 vec4 u_shadow_color; uniform vec4 u_shadow; uniform vec4 u_radius; uniform int u_asymWidth; 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 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 boxDist = roundedBox(boxUv, halfDimensions, u_radius); float roundedAlpha = 1.0 - smoothstep(0.0, u_pixelRatio, boxDist); 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)); gl_FragColor = resColor * u_alpha; } `, };