Files
AyuGramDesktop/Telegram/shaders/static_content.frag
T

53 lines
1.8 KiB
GLSL

#version 450
layout(location = 0) in vec2 v_texcoord;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D s_texture;
layout(binding = 2) uniform sampler2D f_texture;
layout(std140, binding = 0) uniform Params {
vec2 viewport;
vec4 shadowTopRect;
vec4 shadowBottomSkipOpacityFullFade;
vec4 roundRect;
float roundRadius;
};
float roundedCorner(vec2 fragCoord) {
vec2 rectHalf = roundRect.zw / 2.0;
vec2 rectCenter = roundRect.xy + rectHalf;
vec2 fromRectCenter = abs(fragCoord - rectCenter);
vec2 vectorRadius = vec2(roundRadius + 0.5);
vec2 fromCenterWithRadius = fromRectCenter + vectorRadius;
vec2 fromRoundingCenter = max(fromCenterWithRadius, rectHalf) - rectHalf;
float rounded = length(fromRoundingCenter) - roundRadius;
return 1.0 - smoothstep(0.0, 1.0, rounded);
}
void main() {
vec2 fragCoord = vec2(gl_FragCoord.x, viewport.y - gl_FragCoord.y);
vec4 result = texture(s_texture, v_texcoord);
float topHeight = shadowTopRect.w;
float bottomHeight = shadowBottomSkipOpacityFullFade.x;
float bottomSkip = shadowBottomSkipOpacityFullFade.y;
float opacity = shadowBottomSkipOpacityFullFade.z;
float fullFade = shadowBottomSkipOpacityFullFade.w;
float viewportHeight = shadowTopRect.y + topHeight;
float fullHeight = topHeight + bottomHeight;
float topY = min(
(viewportHeight - fragCoord.y) / fullHeight,
topHeight / fullHeight);
float topX = (fragCoord.x - shadowTopRect.x) / shadowTopRect.z;
vec4 fadeTop = texture(f_texture, vec2(topX, topY)) * opacity;
float bottomY = max(bottomSkip + fullHeight - fragCoord.y, topHeight)
/ fullHeight;
vec4 fadeBottom = texture(f_texture, vec2(0.5, bottomY)) * opacity;
float fade = min((1.0 - fadeTop.a) * (1.0 - fadeBottom.a), fullFade);
result.rgb = result.rgb * fade;
result *= roundedCorner(fragCoord);
fragColor = result;
}