@lightningtv/renderer
Version:
Lightning 3 Renderer
99 lines (85 loc) • 3.3 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 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: `
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_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;
}
`,
};