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- // Copyright 2016 The G3N Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- package shader
- func init() {
- AddShader("shaderPanelVertex", shaderPanelVertex)
- AddShader("shaderPanelFrag", shaderPanelFrag)
- AddProgram("shaderPanel", "shaderPanelVertex", "shaderPanelFrag")
- }
- //
- // Vertex Shader template
- //
- const shaderPanelVertex = `
- #version {{.Version}}
- // Vertex attributes
- {{template "attributes" .}}
- // Input uniforms
- uniform mat4 ModelMatrix;
- // Outputs for fragment shader
- out vec2 FragTexcoord;
- void main() {
- // Always flip texture coordinates
- vec2 texcoord = VertexTexcoord;
- texcoord.y = 1 - texcoord.y;
- FragTexcoord = texcoord;
- // Set position
- vec4 pos = vec4(VertexPosition.xyz, 1);
- gl_Position = ModelMatrix * pos;
- }
- `
- //
- // Fragment Shader template
- //
- const shaderPanelFrag = `
- #version {{.Version}}
- // Textures uniforms
- uniform sampler2D MatTexture[1];
- uniform mat3 MatTexinfo[1];
- // Macros to access elements inside MatTexinfo uniform
- #define MatTexOffset(a) MatTexinfo[a][0].xy
- #define MatTexRepeat(a) MatTexinfo[a][1].xy
- #define MatTexFlipY(a) bool(MatTexinfo[a][2].x)
- #define MatTexVisible(a) bool(MatTexinfo[a][2].y)
- // Inputs from vertex shader
- in vec2 FragTexcoord;
- // Input uniform
- uniform vec4 Panel[8];
- #define Bounds Panel[0] // panel bounds in texture coordinates
- #define Border Panel[1] // panel border in texture coordinates
- #define Padding Panel[2] // panel padding in texture coordinates
- #define Content Panel[3] // panel content area in texture coordinates
- #define BorderColor Panel[4] // panel border color
- #define PaddingColor Panel[5] // panel padding color
- #define ContentColor Panel[6] // panel content color
- #define TextureValid bool(Panel[7].x) // texture valid flag
- // Output
- out vec4 FragColor;
- /***
- * Checks if current fragment texture coordinate is inside the
- * supplied rectangle in texture coordinates:
- * rect[0] - position x [0,1]
- * rect[1] - position y [0,1]
- * rect[2] - width [0,1]
- * rect[3] - height [0,1]
- */
- bool checkRect(vec4 rect) {
- if (FragTexcoord.x < rect[0]) {
- return false;
- }
- if (FragTexcoord.x > rect[0] + rect[2]) {
- return false;
- }
- if (FragTexcoord.y < rect[1]) {
- return false;
- }
- if (FragTexcoord.y > rect[1] + rect[3]) {
- return false;
- }
- return true;
- }
- void main() {
- // Discard fragment outside of received bounds
- // Bounds[0] - xmin
- // Bounds[1] - ymin
- // Bounds[2] - xmax
- // Bounds[3] - ymax
- if (FragTexcoord.x <= Bounds[0] || FragTexcoord.x >= Bounds[2]) {
- discard;
- }
- if (FragTexcoord.y <= Bounds[1] || FragTexcoord.y >= Bounds[3]) {
- discard;
- }
- // Check if fragment is inside content area
- if (checkRect(Content)) {
- // If no texture, the color will be the material color.
- vec4 color = ContentColor;
- if (TextureValid) {
- // Adjust texture coordinates to fit texture inside the content area
- vec2 offset = vec2(-Content[0], -Content[1]);
- vec2 factor = vec2(1/Content[2], 1/Content[3]);
- vec2 texcoord = (FragTexcoord + offset) * factor;
- color = texture(MatTexture[0], texcoord * MatTexRepeat(0) + MatTexOffset(0));
- }
- if (color.a == 0) {
- discard;
- }
- FragColor = color;
- return;
- }
- // Checks if fragment is inside paddings area
- if (checkRect(Padding)) {
- FragColor = PaddingColor;
- return;
- }
- // Checks if fragment is inside borders area
- if (checkRect(Border)) {
- FragColor = BorderColor;
- return;
- }
- // Fragment is in margins area (always transparent)
- FragColor = vec4(1,1,1,0);
- }
- `
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