Files
voxel-game/assets/shaders/gui_box.frag
2026-05-13 05:40:31 +02:00

40 lines
1.3 KiB
GLSL

#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
in Varyings {
layout(location = 0) flat uint instance;
layout(location = 1) vec2 positionSSPX;
} var;
#include "includes/gui_box_common.glsl"
layout(location = 0) out vec4 fragColor;
float boxSDF(vec2 p, vec2 center, vec2 halfExtents, float borderRadius) {
vec2 q = abs(p - center) - halfExtents + borderRadius;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - borderRadius;
}
#define BOX _Boxes[var.instance]
void main() {
vec2 halfExtentsPX = 0.5 * BOX.sizePX;
vec2 centerSSPX = BOX.positionSSPX + halfExtentsPX;
float borderHalfWidthPX = 0.5 * BOX.borderWidthPX;
float interiorSDF = boxSDF(var.positionSSPX, centerSSPX, halfExtentsPX, BOX.borderRadiusPX) + BOX.borderWidthPX;
float borderSDF = abs(interiorSDF - borderHalfWidthPX) - borderHalfWidthPX;
float interiorCoverage = clamp(-interiorSDF + 0.5, 0.0, 1.0) * BOX.backgroundColor.a;
float borderCoverage = clamp(-borderSDF + 0.5, 0.0, 1.0) * BOX.borderColor.a;
float totalCoverage = interiorCoverage + borderCoverage;
fragColor = vec4(
interiorCoverage * BOX.backgroundColor.rgb +
borderCoverage * BOX.borderColor.rgb,
totalCoverage
);
}