56 lines
No EOL
1.8 KiB
GLSL
56 lines
No EOL
1.8 KiB
GLSL
#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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// Custom properties with non-conflicting names
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float itemWidth;
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float itemHeight;
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float cornerRadius;
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float imageOpacity;
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} ubuf;
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// Function to calculate the signed distance from a point to a rounded box
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float roundedBoxSDF(vec2 centerPos, vec2 boxSize, float radius) {
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vec2 d = abs(centerPos) - boxSize + radius;
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return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - radius;
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}
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void main() {
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// Get size from uniforms
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vec2 itemSize = vec2(ubuf.itemWidth, ubuf.itemHeight);
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float cornerRadius = ubuf.cornerRadius;
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float itemOpacity = ubuf.imageOpacity;
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// Normalize coordinates to [-0.5, 0.5] range
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vec2 uv = qt_TexCoord0 - 0.5;
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// Scale by aspect ratio to maintain uniform rounding
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vec2 aspectRatio = itemSize / max(itemSize.x, itemSize.y);
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uv *= aspectRatio;
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// Calculate half size in normalized space
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vec2 halfSize = 0.5 * aspectRatio;
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// Normalize the corner radius
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float normalizedRadius = cornerRadius / max(itemSize.x, itemSize.y);
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// Calculate distance to rounded rectangle
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float distance = roundedBoxSDF(uv, halfSize, normalizedRadius);
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// Create smooth alpha mask
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float smoothedAlpha = 1.0 - smoothstep(0.0, fwidth(distance), distance);
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// Sample the texture
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vec4 color = texture(source, qt_TexCoord0);
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// Apply the rounded mask and opacity
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// Make sure areas outside the rounded rect are completely transparent
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float finalAlpha = color.a * smoothedAlpha * itemOpacity * ubuf.qt_Opacity;
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fragColor = vec4(color.rgb * finalAlpha, finalAlpha);
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} |