Files
vimix/rsc/shaders/mask_lowleftcorner.fs
Bruno 398995648a Mask Paint!! New MaskShader for mouse paiting of masks and associated changes.
UI for pain mask, load & save of FrameBuffer Image.
2021-01-10 14:52:57 +01:00

68 lines
1.7 KiB
GLSL

#version 330 core
out vec4 FragColor;
in vec4 vertexColor;
in vec2 vertexUV;
// from General Shader
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform mat4 iTransform; // image transformation
uniform vec4 color; // drawing color
uniform vec4 uv;
// Mask Shader
uniform vec2 size; // size of the mask area
uniform float blur; // percent of blur
float sdRoundSide( in vec2 p, in vec2 b, in float r )
{
vec2 q = vec2(-1.0, 1.0) * p - b + r;
return min(max(q.x,q.y),0.0) + length(max(q,0.0)) - r;
}
float sdHorizontal( in vec2 p, in float y )
{
float d = 0.0;
// if (y < 0.0) {
// d = smoothstep(-2.0 * blur, 0.0, (-2.0 * blur) - (y + p.y));
//// d = smoothstep(-2.0 * blur, 0.0, -y -blur -p.y); // centered blur
// }
// else {
// d = smoothstep(0.0, 2.0 * blur, y + p.y);
//// d = smoothstep(0.0, 2.0 * blur, y +blur +p.y); // centered blur
// }
d = step(0.0, y);
d = d * smoothstep(0.0, 2.0 * blur, y + p.y) + (1.0-d)*smoothstep(-2.0 * blur, 0.0, (-2.0 * blur) - (y + p.y));
return d;
}
void main()
{
vec2 uv = -1.0 + 2.0 * gl_FragCoord.xy / iResolution.xy;
uv.x *= iResolution.x / iResolution.y;
float d = sdHorizontal( uv, size.y);
vec3 col = vec3(d);
// col = vec3(sign(d));
// col *= 1.0 - exp( -600.0/ (blur * 1000.0 + 1.0) * abs(d));
// float d = sdRoundSide( uv, vec2(size.x * iResolution.x/iResolution.y, size.y), blur );
// vec3 col = vec3(1.0 - sign(d));
// float delta = 0.5 * length(min(size,1.0));
// col *= 1.0 - exp( -300.0/ (blur * 1000.0 * delta + 1.0) * abs(d));
FragColor = vec4( col, 1.0 );
}