63 lines
1.7 KiB
GLSL
63 lines
1.7 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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struct displayProperty {
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vec2 size;
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vec2 origin;
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vec2 insidePos;
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vec2 insideSize;
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};
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struct widgetStateProperty {
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int stateOld;
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int stateNew;
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float transition;
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};
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uniform displayProperty EW_widgetProperty;
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uniform widgetStateProperty EW_status;
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// transmit from the vertex shader
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varying vec2 v_position; // interpolated position ...
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// internal static define
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vec4 S_colorBg = vec4(0.0);
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vec4 S_colorFg = vec4(0.5,0.5,0.5,0.3);
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vec4 S_colorBorder = vec4(0.0,0.0,0.0,1.0);
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float S_sizePadding = 3.0; // must not be NULL
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float S_sizeBorder = 1.0; //==> this id for 1 px border
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float S_roundedRatio = 10.0;
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void main(void) {
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// position form center :
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vec2 ratio = EW_widgetProperty.size / 2.0;
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// prevent origin moving ...
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vec2 position = v_position - EW_widgetProperty.origin;
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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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gl_FragColor = S_colorBg;
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}
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}
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