diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_icon_frag.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_icon_frag.glsl | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_icon_frag.glsl b/source/blender/gpu/shaders/gpu_shader_icon_frag.glsl new file mode 100644 index 00000000000..4452349f23c --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_icon_frag.glsl @@ -0,0 +1,42 @@ +/** + * Draw the icons, leaving a semi-transparent rectangle on top of the icon. + * + * The top-left corner of the rectangle is rounded and drawned with anti-alias. + * The anti-alias is done by transitioning from the outer to the inner radius of + * the rounded corner, and the rectangle sides. + */ + +void main() +{ + /* Top-left rounded corner parameters. */ + const float circle_radius_outer = 0.1; + const float circle_radius_inner = 0.075; + + /** + * Add a bit transparency to see a bit of the icon, without + * getting on the way of readability. */ + const float mask_transparency = 0.25; + + vec2 circle_center = vec2(circle_radius_outer - text_width, 0.5); + fragColor = texture(image, texCoord_interp) * color; + + /* radius in icon space (1 is the icon width). */ + float radius = length(mask_coord_interp - circle_center); + float mask = smoothstep(circle_radius_inner, circle_radius_outer, radius); + + bool lower_half = mask_coord_interp.y < circle_center.y; + bool right_half = mask_coord_interp.x > circle_center.x; + + if (right_half && mask_coord_interp.y < circle_center.y + circle_radius_outer) { + mask = smoothstep(circle_center.y + circle_radius_inner, + circle_center.y + circle_radius_outer, + mask_coord_interp.y); + } + if (lower_half && mask_coord_interp.x > circle_center.x - circle_radius_outer) { + mask = smoothstep(circle_center.x - circle_radius_inner, + circle_center.x - circle_radius_outer, + mask_coord_interp.x); + } + + fragColor = mix(vec4(0.0), fragColor, max(mask_transparency, mask)); +} |