ewol/share/theme/rounded/widgetEntry.frag

53 lines
1.5 KiB
GLSL

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform float EW_sizeBorder;
uniform float EW_sizePadding;
uniform vec2 EW_size;
uniform vec4 EW_posText;
uniform int EW_state;
// transmit from the vertex shader
varying vec2 v_position; // interpolated position ...
// internal static define
float S_roundedRatio = 10.0;
vec4 S_colorBg = vec4(0.0);
vec4 S_colorFg = vec4(1.0,1.0,1.0,0.8);
vec4 S_colorBorder = vec4(0.0,0.0,0.0,1.0);
void main(void) {
// position form center :
vec2 ratio = EW_size / 2.0;
vec2 positionCenter = v_position-ratio;
if(positionCenter.x<0.0) {
positionCenter.x = -1.0*positionCenter.x;
}
if(positionCenter.y<0.0) {
positionCenter.y = -1.0*positionCenter.y;
}
vec2 ratioHight = ratio - EW_sizePadding;
vec2 ratioLow = ratioHight - (EW_sizeBorder+S_roundedRatio);
vec2 circleMode = smoothstep(ratioLow, ratioHight, positionCenter);
float tmpDist = sqrt(circleMode.x*circleMode.x + circleMode.y*circleMode.y);
//float distanceInternal = (S_roundedRatio-EW_sizeBorder/2.0)/(S_roundedRatio-EW_sizeBorder);
//float distanceExternal = (S_roundedRatio+EW_sizeBorder/2.0)/(S_roundedRatio-EW_sizeBorder);;
if(tmpDist <= 0.7 ) {
gl_FragColor = S_colorFg;
} else if(tmpDist <= 0.9) {
float tmpVal = smoothstep(0.7, 0.9, tmpDist);
if (tmpVal<=0.5) {
gl_FragColor = S_colorBorder*(tmpVal*2.0) + S_colorFg*(1.0-tmpVal*2.0);
} else {
gl_FragColor = S_colorBorder*(1.0-(tmpVal-0.5)*2.0) + S_colorBg*((tmpVal-0.5)*2.0);
}
} else {
gl_FragColor = S_colorBg;
}
}