[DEV] better display of the rounded theme
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@ -51,7 +51,7 @@ void main(void) {
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vec2 ratioLow = ratio - (S_roundedRatio+S_sizePadding);
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vec2 circleMode = smoothstep(ratioLow, ratio, positionCenter)*(S_roundedRatio+S_sizePadding);
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// Calculate the distance of the radius
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float tmpDist = sqrt(dot(circleMode,circleMode));
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float tmpDist = float(int(sqrt(dot(circleMode,circleMode))));
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// Generate the internal rampe for the the imput drawing
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float tmpVal = smoothstep(S_roundedRatio - S_sizeBorder*1.5,
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S_roundedRatio + S_sizeBorder*1.5,
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@ -51,7 +51,7 @@ void main(void) {
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vec2 ratioLow = ratio - (S_roundedRatio+S_sizePadding);
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vec2 circleMode = smoothstep(ratioLow, ratio, positionCenter)*(S_roundedRatio+S_sizePadding);
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// Calculate the distance of the radius
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float tmpDist = sqrt(dot(circleMode,circleMode));
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float tmpDist = float(int(sqrt(dot(circleMode,circleMode))));
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// Generate the internal rampe for the the imput drawing
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float tmpVal = smoothstep(S_roundedRatio - S_sizeBorder*1.5,
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S_roundedRatio + S_sizeBorder*1.5,
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@ -38,25 +38,29 @@ void main(void) {
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// prevent origin moving ...
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vec2 position = v_position - EW_widgetProperty.origin;
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/* generate a central simetry
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____ _____
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\ /
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\ /
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\ /
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-
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*/
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vec2 positionCenter = abs(position-ratio);
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vec2 ratioHight = ratio - S_sizePadding;
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vec2 ratioLow = ratioHight - (S_sizeBorder+S_roundedRatio);
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vec2 circleMode = smoothstep(ratioLow, ratioHight, positionCenter);
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float tmpDist = sqrt(dot(circleMode,circleMode));
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//float distanceInternal = (S_roundedRatio-S_sizeBorder/2.0)/(S_roundedRatio-S_sizeBorder);
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//float distanceExternal = (S_roundedRatio+S_sizeBorder/2.0)/(S_roundedRatio-S_sizeBorder);;
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if(tmpDist <= 0.7 ) {
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gl_FragColor = S_colorFg;
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} else if(tmpDist <= 0.9) {
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float tmpVal = smoothstep(0.7, 0.9, tmpDist);
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if (tmpVal<=0.5) {
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gl_FragColor = S_colorBorder*(tmpVal*2.0) + S_colorFg*(1.0-tmpVal*2.0);
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} else {
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gl_FragColor = S_colorBorder*(1.0-(tmpVal-0.5)*2.0) + S_colorBg*((tmpVal-0.5)*2.0);
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}
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} else {
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// This is a clip to remove center of the display of the widget
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vec2 ratioLow = ratio - (S_roundedRatio+S_sizePadding);
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vec2 circleMode = smoothstep(ratioLow, ratio, positionCenter)*(S_roundedRatio+S_sizePadding);
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// Calculate the distance of the radius
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float tmpDist = float(int(sqrt(dot(circleMode,circleMode))));
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// Generate the internal rampe for the the imput drawing
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float tmpVal = smoothstep(S_roundedRatio - S_sizeBorder*1.5,
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S_roundedRatio + S_sizeBorder*1.5,
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tmpDist);
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// set Background
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gl_FragColor = S_colorBg;
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}
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// set foreground
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gl_FragColor = gl_FragColor*tmpVal + S_colorFg*(1.0-tmpVal);
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// set border
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float tmpVal2 = abs(tmpVal-0.5)*2.0;
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gl_FragColor = gl_FragColor*tmpVal2 + S_colorBorder*(1.0-tmpVal2);
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}
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@ -51,7 +51,7 @@ void main(void) {
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vec2 ratioLow = ratio - (S_roundedRatio+S_sizePadding);
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vec2 circleMode = smoothstep(ratioLow, ratio, positionCenter)*(S_roundedRatio+S_sizePadding);
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// Calculate the distance of the radius
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float tmpDist = sqrt(dot(circleMode,circleMode));
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float tmpDist = float(int(sqrt(dot(circleMode,circleMode))));
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// Generate the internal rampe for the the imput drawing
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float tmpVal = smoothstep(S_roundedRatio - S_sizeBorder*1.5,
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S_roundedRatio + S_sizeBorder*1.5,
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