@lightningtv/renderer
Version:
Lightning 3 Renderer
116 lines (96 loc) • 3.7 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 { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js';
import {
ShadowTemplate,
type ShadowProps,
} from '../templates/ShadowTemplate.js';
export const Shadow: WebGlShaderType<ShadowProps> = {
props: ShadowTemplate.props,
update() {
this.uniformRGBA('u_color', this.props!.color);
this.uniform4fa('u_shadow', this.props!.projection);
},
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 float u_rtt;
uniform vec2 u_dimensions;
uniform vec4 u_shadow;
varying vec4 v_color;
varying vec2 v_textureCoords;
varying vec2 v_nodeCoords;
void main() {
vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
vec2 outerEdge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0);
vec2 shadowEdge = outerEdge * ((u_shadow.w * 2.0)+ u_shadow.z) + u_shadow.xy;
vec2 normVertexPos = a_position * u_pixelRatio;
vec2 vertexPos = (a_position + outerEdge + shadowEdge) * u_pixelRatio;
gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0);
v_color = a_color;
v_nodeCoords = a_nodeCoords + (screenSpace + shadowEdge) / (u_dimensions);
v_textureCoords = a_textureCoords + (screenSpace + shadowEdge) / (u_dimensions);
}
`,
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_color;
uniform vec4 u_shadow;
varying vec4 v_color;
varying vec2 v_textureCoords;
varying vec2 v_nodeCoords;
float box(vec2 p, vec2 s) {
vec2 q = abs(p) - s;
return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0))) + 2.0;
}
float shadowBox(vec2 p, vec2 s, float r) {
vec2 q = abs(p) - s + r;
float dist = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
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 = box(boxUv, halfDimensions);
float boxAlpha = 1.0 - smoothstep(0.0, u_pixelRatio, boxDist);
float shadowDist = shadowBox(boxUv - u_shadow.xy, halfDimensions + u_shadow.w, u_shadow.z);
vec4 resColor = vec4(0.0);
resColor = mix(resColor, u_color, shadowDist);
resColor = mix(resColor, color, min(color.a, boxAlpha));
gl_FragColor = resColor * u_alpha;
}
`,
};