#version 140 #line 0 7893003 vec4 alpha_blend(vec4 over, vec4 under) { // Alpha blend two colors returning the resulting color pre-multiplied by its alpha // and its alpha. // See https://en.wikipedia.org/wiki/Alpha_compositing float alpha = mix(under.a, 1.0f, over.a); vec3 combined_color = mix(under.rgb * under.a, over.rgb, over.a); return vec4(combined_color, alpha); } vec4 alpha_blend_premul(vec4 over, vec4 under) { // Same as alpha_blend() except that it assumes over and under are both premultiplied. float inv_over_alpha = 1.0f - over.a; float alpha = over.a + under.a * inv_over_alpha; return vec4(over.rgb + under.rgb * inv_over_alpha, alpha); } vec4 alpha_blend_premul(vec4 over, vec3 under) { // same as alpha_blend_premul with under_alpha = 1 outputs a blended color // with alpha 1 which is effectively pre-multiplied since alpha is 1 float inv_over_alpha = 1.0f - over.a; return vec4(over.rgb + under.rgb * inv_over_alpha, 1.0); } #line 0 7893002 #line 0 7893004 // Return 0 if x < 1 otherwise 1 #define zero_or_one(x) step(1.f, x) // condition must be zero or one. When 1 thenval is returned otherwise elseval #define if_one_then(condition, thenval, elseval) mix(elseval, thenval, condition) // a < b ? thenval : elseval #define if_less_than(a, b, thenval, elseval) mix(thenval, elseval, step(b, a)) vec4 vec4_premul(vec3 rgb, float a) { return vec4(rgb * a, a); } vec4 vec4_premul(vec4 rgba) { return vec4(rgba.rgb * rgba.a, rgba.a); } #line 1 7893002 in vec2 dimensions; out vec4 output_color; uniform vec4 rect; uniform vec2 params; uniform vec4 color; uniform vec4 background_color; // Signed distance function for a rounded rectangle float rounded_rectangle_sdf(vec2 p, vec2 b, float r) { // signed distance field // first term is used for points outside the rectangle vec2 q = abs(p) - b; return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r; } void main() { vec2 size = rect.ba, origin = rect.xy; float thickness = params[0], corner_radius = params[1]; // Position must be relative to the center of the rectangle of (size) located at (origin) vec2 position = gl_FragCoord.xy - size / 2.0 - origin; // Calculate distance to rounded rectangle float dist = rounded_rectangle_sdf(position, size*0.5 - corner_radius, corner_radius); // The below is for a filled rounded rect // float alpha = 1.0 - smoothstep(0.0, 1.0, dist); // vec4 ans = color; ans.a *= alpha; // output_color = alpha_blend(ans, background_color); // The border is outer - inner rects float outer_edge = -dist, inner_edge = outer_edge - thickness; // Smooth borders (anti-alias) const float step_size = 1.0; // controls how blurred the aliasing causes the rect to be float alpha = smoothstep(-step_size, step_size, outer_edge) - smoothstep(-step_size, step_size, inner_edge); vec4 ans = color; ans.a *= alpha; // pre-multiplied output output_color = alpha_blend(ans, background_color); }