588ea8e290
Co-authored-by: Erik Reider <35975961+ErikReider@users.noreply.github.com>
75 lines
2.4 KiB
GLSL
75 lines
2.4 KiB
GLSL
// Writeup: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec2 position;
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uniform vec2 size;
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uniform float blur_sigma;
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uniform float corner_radius;
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float gaussian(float x, float sigma) {
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const float pi = 3.141592653589793;
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return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma);
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}
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// approximates the error function, needed for the gaussian integral
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vec2 erf(vec2 x) {
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vec2 s = sign(x), a = abs(x);
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x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
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x *= x;
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return s - s / (x * x);
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}
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// return the blurred mask along the x dimension
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float roundedBoxShadowX(float x, float y, float sigma, float corner, vec2 halfSize) {
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float delta = min(halfSize.y - corner - abs(y), 0.0);
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float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
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vec2 integral = 0.5 + 0.5 * erf((x + vec2(-curved, curved)) * (sqrt(0.5) / sigma));
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return integral.y - integral.x;
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}
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// return the mask for the shadow of a box from lower to upper
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float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner_radius) {
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// Center everything to make the math easier
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vec2 center = (lower + upper) * 0.5;
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vec2 halfSize = (upper - lower) * 0.5;
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point -= center;
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// The signal is only non-zero in a limited range, so don't waste samples
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float low = point.y - halfSize.y;
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float high = point.y + halfSize.y;
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float start = clamp(-3.0 * sigma, low, high);
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float end = clamp(3.0 * sigma, low, high);
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// Accumulate samples (we can get away with surprisingly few samples)
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float step = (end - start) / 4.0;
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float y = start + step * 0.5;
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float value = 0.0;
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for (int i = 0; i < 4; i++) {
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value += roundedBoxShadowX(point.x, point.y - y, sigma, corner_radius, halfSize) * gaussian(y, sigma) * step;
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y += step;
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}
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return value;
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}
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// per-pixel "random" number between 0 and 1
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float random() {
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return fract(sin(dot(vec2(12.9898, 78.233), gl_FragCoord.xy)) * 43758.5453);
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}
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void main() {
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float frag_alpha = v_color.a * roundedBoxShadow(
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position + blur_sigma,
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position + size - blur_sigma,
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gl_FragCoord.xy, blur_sigma * 0.5,
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corner_radius);
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// dither the alpha to break up color bands
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frag_alpha += (random() - 0.5) / 128.0;
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gl_FragColor = vec4(v_color.rgb, frag_alpha);
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}
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