qskinny/src/nodes/shaders/arcshadow.frag

51 lines
1.4 KiB
GLSL

uniform lowp float qt_Opacity;
uniform lowp vec4 color;
uniform lowp vec4 rect;
uniform lowp float radius;
uniform lowp float thickness;
uniform lowp float startAngle;
uniform lowp float spanAngle;
uniform lowp float extend;
const float M_PI = 3.141592653589793;
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()
{
// uniforms
float shadowSize = extend; // px >= 0.0
vec2 iResolution = rect.zw;
// normalized pixel coordinates
vec2 p = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.xy; // xy for ellipse
float shadowSizeUv = shadowSize / min(iResolution.x, iResolution.y);
float t = radians(abs(spanAngle) / 2.0);
vec2 cs = vec2(cos(t),sin(t));
// rotation
float ra = radians(startAngle + spanAngle / 2.0);
{
float sin_ra = sin(ra);
float cos_ra = cos(ra);
p = mat2(cos_ra, -sin_ra, sin_ra, cos_ra) * p;
}
// distance
float d = sdRing(p, cs, radius, thickness);
float e = 1.0 / shadowSizeUv;
// coloring
float v = 1.0 - abs(d) * e;
float a = d >= 0.0 && abs(d) < e ? v : 0.0; // alpha
gl_FragColor = vec4(color.rgb, a) * qt_Opacity;
}