55 lines
1.3 KiB
GLSL
55 lines
1.3 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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uniform displayProperty EW_widgetProperty;
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// transmit from the vertex shader
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varying vec2 v_position; // interpolated position ...
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varying vec4 v_colorTansition;
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// internal static define
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vec4 S_colorBg = vec4(0.0);
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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;
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float S_sizeBorder = 1.0;
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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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float specialBorder = S_sizeBorder+S_sizePadding;
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vec2 endStart = EW_widgetProperty.size - vec2(S_sizePadding) - vec2(S_sizeBorder);
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vec2 endStop = EW_widgetProperty.size - vec2(S_sizePadding);
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if( position.x> S_sizePadding
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&& position.y> S_sizePadding
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&& position.x<= endStop.x
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&& position.y<= endStop.y
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) {
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// inside element
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if( position.x<= specialBorder
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|| position.y<= specialBorder
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|| position.x> endStart.x
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|| position.y> endStart.y
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) {
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// border ...
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gl_FragColor = S_colorBorder;
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} else {
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// note : int() is needed for the OpenGL ES platform
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gl_FragColor = v_colorTansition;
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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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