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authorDavid Robillard <d@drobilla.net>2020-12-11 18:05:26 +0100
committerDavid Robillard <d@drobilla.net>2020-12-11 18:05:26 +0100
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parent07c8253c2621daab8a08713aae557ae1fdea5df0 (diff)
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Make demo programs work from any directory, and install them
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+/* The fragment shader uses the UV coordinates to calculate whether it is in
+ the T, R, B, or L border. These are then mixed with the border color, and
+ their inverse is mixed with the fill color, to calculate the fragment color.
+ For example, if we are in the top border, then T=1, so the border mix factor
+ TRBL=1, and the fill mix factor (1-TRBL) is 0.
+
+ The use of pixel units here is handy because the border width can be
+ specified precisely in pixels to draw sharp lines. The border width is just
+ hardcoded, but could be made a uniform or vertex attribute easily enough. */
+
+INTER(location = 0) noperspective in vec2 f_uv;
+INTER(location = 1) noperspective in vec2 f_size;
+INTER(location = 2) noperspective in vec4 f_fillColor;
+
+layout(location = 0) out vec4 FragColor;
+
+void
+main()
+{
+ const float borderWidth = 2.0;
+
+ vec4 borderColor = f_fillColor + vec4(0.0, 0.4, 0.4, 0.0);
+ float t = step(borderWidth, f_uv[1]);
+ float r = step(borderWidth, f_size.x - f_uv[0]);
+ float b = step(borderWidth, f_size.y - f_uv[1]);
+ float l = step(borderWidth, f_uv[0]);
+ float fillMix = t * r * b * l;
+ float borderMix = 1.0 - fillMix;
+ vec4 fill = fillMix * f_fillColor;
+ vec4 border = borderMix * borderColor;
+
+ FragColor = fill + border;
+}