68 lines
2.3 KiB
GLSL
68 lines
2.3 KiB
GLSL
#version 150
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uniform vec2 size;
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uniform vec2 location;
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uniform vec4 radius;
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uniform float thickness;
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uniform float softness;
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uniform sampler2D InputSampler;
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uniform vec2 InputResolution;
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uniform float Quality;
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uniform vec4 color1;
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uniform vec4 color2;
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uniform vec4 color3;
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uniform vec4 color4;
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uniform vec4 outlineColor;
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in vec2 texCoord;
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out vec4 fragColor;
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float roundedBoxSDF(vec2 center, vec2 size, vec4 radius) {
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radius.xy = (center.x > 0.0) ? radius.xy : radius.zw;
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radius.x = (center.y > 0.0) ? radius.x : radius.y;
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vec2 q = abs(center) - size + radius.x;
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return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius.x;
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}
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vec4 createGradient(vec2 coords, vec4 color1, vec4 color2, vec4 color3, vec4 color4){
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vec4 color = mix(mix(color1, color2, coords.y), mix(color3, color4, coords.y), coords.x);
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color += mix(0.0019607843, -0.0019607843, fract(sin(dot(coords.xy, vec2(12.9898, 78.233))) * 43758.5453));
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return color;
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}
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vec4 blur() {
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#define TAU 6.28318530718
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vec4 rectColor = createGradient((gl_FragCoord.xy - location) / size, color1, color2, color3, color4);
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vec2 Radius = Quality / InputResolution.xy;
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vec2 uv = gl_FragCoord.xy / InputResolution.xy;
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vec4 blur = texture(InputSampler, uv);
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float step = TAU / 16;
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for (float d = 0.0; d < TAU; d += step) {
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for (float i = 0.2; i <= 1.0; i += 0.2) {
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blur += texture(InputSampler, uv + vec2(cos(d), sin(d)) * Radius * i);
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}
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}
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blur /= 60;
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return vec4((blur * (1 - rectColor.a)).rgb, rectColor.a) + rectColor;
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}
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void main() {
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float distance = roundedBoxSDF(gl_FragCoord.xy - location - (size / 2.0), size / 2.0, radius);
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float smoothedAlpha = 1.0 - smoothstep(-1.0, thickness > 0. ? 1. : softness + 1., distance);
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if(smoothedAlpha < 0.49 && thickness > 0.) {
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float smoothedborderAlpha = (1.0 - smoothstep(-softness, softness, distance));
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fragColor = vec4(outlineColor.rgb, smoothedborderAlpha * outlineColor.a);
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} else {
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float borderAlpha = 1.0 - smoothstep(thickness - 2.0, thickness, abs(distance));
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vec4 blur = blur();
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vec4 basicColor = vec4(blur.rgb, blur.a * smoothedAlpha);
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fragColor = mix(vec4(blur.rgb, 0.), mix(basicColor, thickness > 0. ? outlineColor : basicColor, borderAlpha), smoothedAlpha);
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}
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} |