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Diffstat (limited to 'examples/shaders/rect.frag')
-rw-r--r-- | examples/shaders/rect.frag | 33 |
1 files changed, 33 insertions, 0 deletions
diff --git a/examples/shaders/rect.frag b/examples/shaders/rect.frag new file mode 100644 index 0000000..ecec50d --- /dev/null +++ b/examples/shaders/rect.frag @@ -0,0 +1,33 @@ +/* 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; +} |