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// 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);
}