// Copyright 2017 Google Inc. 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); | |
} |