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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 { 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: ` # 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 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: ` # 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_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; } `, };