qskinny/src/nodes/shaders/arcshadow.frag

47 lines
1.5 KiB
GLSL

varying lowp vec2 coord; // [-1.0,+1.0]x[-1.0,+1.0]
uniform lowp mat4 matrix;
uniform lowp vec4 color; // shadow's color
uniform lowp vec2 offset; // shadow's offset (x,y) : [-1.0, +1.0]x[-1.0,+1.0]
uniform lowp float radius; // arc's radius [0.0, 1.0]
uniform lowp float thickness; // arc's thickness [0.0, 1.0]
uniform lowp float startAngle; // arc's start angle [rad]
uniform lowp float spanAngle; // arc's span angle [rad]
uniform lowp float spreadRadius; // extended shadow length [0.0, 1.0]
uniform lowp float blurRadius; // extended shadow blurring length [0.0, 1.0]
uniform lowp float opacity; // overall opacity [0.0, 1.0]
float sdRing( in vec2 p, in vec2 n, in float r, in float th )
{
p.x = abs(p.x);
p = mat2(n.x,n.y,-n.y,n.x)*p;
return max( abs(length(p)-r)-th*0.5,
length(vec2(p.x,max(0.0,abs(r-p.y)-th*0.5)))*sign(p.x) );
}
void main()
{
// rotation
vec2 p = coord + offset;
float ra = -startAngle - spanAngle / 2.0;
{
float sin_ra = sin(ra);
float cos_ra = cos(ra);
mat2 transform = mat2
(
cos_ra, -sin_ra,
sin_ra, cos_ra
);
p = transform * p;
}
float t = abs(spanAngle) / 2.0; // half span angle
vec2 cs = vec2(cos(t),sin(t));
float d = sdRing(p, cs, radius / 2.0, thickness + spreadRadius);
float a = 1.0 - smoothstep(0.0, blurRadius, d);
gl_FragColor = color * a * opacity;
}