4 uniform vec4 color; |
4 uniform vec4 color; |
5 uniform vec2 size; |
5 uniform vec2 size; |
6 #ifndef FILL |
6 #ifndef FILL |
7 uniform float thickness; |
7 uniform float thickness; |
8 #endif |
8 #endif |
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9 #ifdef ROUNDED_CORNERS |
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10 uniform float radius; |
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11 #endif |
9 |
12 |
10 void main(void) { |
13 void main(void) { |
11 #ifdef FILL |
14 #ifdef ROUNDED_CORNERS |
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15 // Calculate distances from each corner |
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16 vec2 corner_distances[4]; |
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17 corner_distances[0] = uvcoord - vec2(radius, radius); // top-left |
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18 corner_distances[1] = uvcoord - vec2(size.x - radius, radius); // top-right |
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19 corner_distances[2] = uvcoord - vec2(radius, size.y - radius); // bottom-left |
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20 corner_distances[3] = uvcoord - vec2(size.x - radius, size.y - radius); // bottom-right |
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21 |
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22 // Check if we're in a corner region |
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23 bool in_corner_region = false; |
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24 int corner_idx = -1; |
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25 |
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26 for (int i = 0; i < 4; i++) { |
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27 vec2 test_point = corner_distances[i]; |
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28 vec2 corner_test = vec2(0.0); |
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29 |
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30 if (i == 0 && test_point.x < 0.0 && test_point.y < 0.0) { // top-left |
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31 corner_test = test_point; |
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32 corner_idx = i; |
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33 in_corner_region = true; |
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34 break; |
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35 } else if (i == 1 && test_point.x > 0.0 && test_point.y < 0.0) { // top-right |
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36 corner_test = test_point; |
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37 corner_idx = i; |
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38 in_corner_region = true; |
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39 break; |
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40 } else if (i == 2 && test_point.x < 0.0 && test_point.y > 0.0) { // bottom-left |
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41 corner_test = test_point; |
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42 corner_idx = i; |
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43 in_corner_region = true; |
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44 break; |
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45 } else if (i == 3 && test_point.x > 0.0 && test_point.y > 0.0) { // bottom-right |
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46 corner_test = test_point; |
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47 corner_idx = i; |
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48 in_corner_region = true; |
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49 break; |
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50 } |
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51 } |
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52 |
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53 #ifdef FILL |
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54 // For filled rectangle with rounded corners |
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55 if (in_corner_region) { |
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56 float dist = length(corner_distances[corner_idx]); |
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57 if (dist > radius) { |
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58 discard; // Outside the rounded corner |
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59 } |
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60 } else if (uvcoord.x < 0.0 || uvcoord.y < 0.0 || uvcoord.x > size.x || uvcoord.y > size.y) { |
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61 discard; // Outside the rectangle |
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62 } |
12 diffuse = color; |
63 diffuse = color; |
13 #else |
64 #else // no FILL |
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65 // For outlined rectangle with rounded corners |
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66 if (in_corner_region) { |
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67 float dist = length(corner_distances[corner_idx]); |
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68 if (dist > radius) { |
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69 discard; // Outside the rounded corner |
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70 } else if (dist < radius - thickness) { |
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71 discard; // Inside the outline |
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72 } |
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73 diffuse = color; |
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74 } else if (any(lessThan(uvcoord, vec2(thickness))) || any(greaterThan(uvcoord, size - thickness))) { |
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75 // On a straight edge |
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76 if (uvcoord.x >= 0.0 && uvcoord.y >= 0.0 && uvcoord.x <= size.x && uvcoord.y <= size.y) { |
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77 diffuse = color; |
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78 } else { |
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79 discard; |
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80 } |
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81 } else { |
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82 discard; // Inside the outline |
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83 } |
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84 #endif // FILL |
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85 #else // no ROUNDED_CORNERS |
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86 #ifdef FILL |
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87 diffuse = color; |
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88 #else // no FILL |
14 if (any(notEqual(1.0-step(thickness, uvcoord)+step(size-thickness, uvcoord), vec2(0.0)))) { |
89 if (any(notEqual(1.0-step(thickness, uvcoord)+step(size-thickness, uvcoord), vec2(0.0)))) { |
15 diffuse = color; |
90 diffuse = color; |
16 } else { |
91 } else { |
17 discard; |
92 discard; |
18 } |
93 } |
19 #endif |
94 #endif // FILL |
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95 #endif // ROUNDED_CORNERS |
20 } |
96 } |