| // Copyright 2017 The Cobalt Authors. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| precision mediump float; |
| |
| // The blur rounded rect is split into top and bottom halves. |
| // The "start" values represent (left_start.xy, right_start.xy). |
| // The "scale" values represent (left_radius.x, 1 / left_radius.y, |
| // right_radius.x, 1 / right_radius.y). The sign of the scale value helps |
| // to translate between position and corner offset values, where the corner |
| // offset is positive if the position is inside the rounded corner. |
| uniform vec4 u_blur_start_top; |
| uniform vec4 u_blur_start_bottom; |
| uniform vec4 u_blur_scale_top; |
| uniform vec4 u_blur_scale_bottom; |
| |
| // The blur extent specifies (blur_size, min_rect_y, max_rect_y, center_rect_y). |
| uniform vec4 u_blur_extent; |
| |
| // The scale_add uniform is used to switch the shader between generating |
| // outset shadows and inset shadows. It impacts the shadow gradient and |
| // scissor behavior. Use (1, 0) to get an outset shadow with the provided |
| // scissor rect behaving as an exclusive scissor, and (-1, 1) to get an |
| // inset shadow with scissor rect behaving as an inclusive scissor. |
| uniform vec2 u_scale_add; |
| |
| uniform vec4 u_color; |
| |
| varying vec2 v_offset; |
| varying vec4 v_rcorner; |
| |
| #include "function_is_outside_rcorner.inc" |
| #include "function_gaussian_integral.inc" |
| |
| float GetXBlur(float x, float y) { |
| // Solve for X of the rounded corners at the given Y based on the equation |
| // for an ellipse: x^2 / a^2 + y^2 / b^2 = 1. |
| vec4 corner_start = |
| (y < u_blur_extent.w) ? u_blur_start_top : u_blur_start_bottom; |
| vec4 corner_scale = |
| (y < u_blur_extent.w) ? u_blur_scale_top : u_blur_scale_bottom; |
| vec2 scaled = clamp((y - corner_start.yw) * corner_scale.yw, 0.0, 1.0); |
| vec2 root = sqrt(1.0 - scaled * scaled); |
| vec2 extent_x = corner_start.xz + corner_scale.xz * root; |
| |
| // Get the integral over the interval occupied by the rectangle. |
| return GaussianIntegral(extent_x - x); |
| } |
| |
| float GetBlur(vec2 pos) { |
| // Approximate the 2D gaussian filter using numerical integration. Sample |
| // points between the y extents of the rectangle. |
| float low = clamp(pos.y - u_blur_extent.x, u_blur_extent.y, u_blur_extent.z); |
| float high = clamp(pos.y + u_blur_extent.x, u_blur_extent.y, u_blur_extent.z); |
| |
| // Use the Gauss–Legendre quadrature with 6 points to numerically integrate. |
| // Using fewer samples will show artifacts with elliptical corners that are |
| // likely to be used. |
| const vec3 kStepScale1 = vec3(-0.932470, -0.661209, -0.238619); |
| const vec3 kStepScale2 = vec3( 0.932470, 0.661209, 0.238619); |
| const vec3 kWeight = vec3(0.171324, 0.360762, 0.467914); |
| |
| float half_size = (high - low) * 0.5; |
| float middle = (high + low) * 0.5; |
| vec3 weight = half_size * kWeight; |
| vec3 pos1 = middle + half_size * kStepScale1; |
| vec3 pos2 = middle + half_size * kStepScale2; |
| vec3 offset1 = pos1 - pos.yyy; |
| vec3 offset2 = pos2 - pos.yyy; |
| |
| // The integral along the x-axis is computed. The integral along the y-axis |
| // is roughly approximated. To get the 2D filter, multiply the two integrals. |
| // Visual artifacts appear when the computed integrals along the x-axis |
| // change rapidly between samples (e.g. elliptical corners that are much |
| // wider than they are tall). |
| vec3 xblur1 = vec3(GetXBlur(pos.x, pos1.x), |
| GetXBlur(pos.x, pos1.y), |
| GetXBlur(pos.x, pos1.z)); |
| vec3 xblur2 = vec3(GetXBlur(pos.x, pos2.x), |
| GetXBlur(pos.x, pos2.y), |
| GetXBlur(pos.x, pos2.z)); |
| vec3 yblur1 = exp(-offset1 * offset1) * weight; |
| vec3 yblur2 = exp(-offset2 * offset2) * weight; |
| |
| // Since each yblur value should be normalized by kNormalizeGaussian, just |
| // scale the sum by it. |
| const float kNormalizeGaussian = 0.564189584; // 1 / sqrt(pi) |
| return (dot(xblur1, yblur1) + dot(xblur2, yblur2)) * kNormalizeGaussian; |
| } |
| |
| void main() { |
| float scissor_scale = |
| IsOutsideRCorner(v_rcorner) * u_scale_add.x + u_scale_add.y; |
| float blur_scale = GetBlur(v_offset) * u_scale_add.x + u_scale_add.y; |
| gl_FragColor = u_color * (blur_scale * scissor_scale); |
| } |