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- precision highp float;
- // Texture uniforms
- uniform sampler2D MatTexture;
- uniform vec2 MatTexinfo[3];
- // Macros to access elements inside the MatTexinfo array
- #define MatTexOffset MatTexinfo[0]
- #define MatTexRepeat MatTexinfo[1]
- #define MatTexFlipY bool(MatTexinfo[2].x) // not used
- #define MatTexVisible bool(MatTexinfo[2].y) // not used
- // 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(1.0/Content[2], 1.0/Content[3]);
- vec2 texcoord = (FragTexcoord + offset) * factor;
- vec4 texColor = texture(MatTexture, texcoord * MatTexRepeat + MatTexOffset);
- // Mix content color with texture color.
- // Note that doing a simple linear interpolation (e.g. using mix()) is not correct!
- // The right formula can be found here: https://en.wikipedia.org/wiki/Alpha_compositing#Alpha_blending
- // For a more in-depth discussion: http://apoorvaj.io/alpha-compositing-opengl-blending-and-premultiplied-alpha.html#toc4
- // Pre-multiply the content color
- vec4 contentPre = ContentColor;
- contentPre.rgb *= contentPre.a;
- // Pre-multiply the texture color
- vec4 texPre = texColor;
- texPre.rgb *= texPre.a;
- // Combine colors the premultiplied final color
- color = texPre + contentPre * (1.0 - texPre.a);
- // Un-pre-multiply (pre-divide? :P)
- color.rgb /= color.a;
- }
- 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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