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fragment shader
#version 330 core
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iTime; // shader playback time (in seconds)
uniform float iTimeDelta; // render time (in seconds)
uniform float iFrameRate; // shader frame rate
uniform int iFrame; // shader playback frame
uniform float iChannelTime[4]; // channel playback time (in seconds)
uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
uniform vec4 iDate; // (year, month, day, time in seconds)
out vec4 FragColor;
// from https://iquilezles.org/articles/distfunctions
float roundedBoxSDF(vec2 CenterPosition, vec2 Size, float Radius)
{
return length(max(abs(CenterPosition)-Size+Radius,0.0))-Radius;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 size = vec2(300.0, 200.0);
// vec2 location = iMouse.xy;
vec2 location = vec2(150,150);
float thickness = 5.0;
float shadowSoftness = 10.0f;
vec2 shadowOffset = vec2(10.0, -10.0);
float edgeSoftness = 1.0;
float radius = (sin(iTime*2.0) + 1.0) * 30.0 + thickness * 2.0;
float distance = roundedBoxSDF(location - fragCoord.xy, size/2.0, radius);
float smoothedAlpha = 1.0 - smoothstep(-edgeSoftness, edgeSoftness, abs(distance) - thickness);
vec4 quadColor = mix(vec4(1.0), vec4(0.0, 0.2, 1.0, smoothedAlpha), smoothedAlpha);
float shadowDistance = roundedBoxSDF(location + shadowOffset - fragCoord.xy, size/2.0, radius);
float shadowAlpha = 1.0 - smoothstep(-shadowSoftness/2.0, shadowSoftness/2.0, abs(shadowDistance));
vec4 shadowColor = vec4(0.4, 0.4, 0.4, 1.0);
fragColor = mix(quadColor, shadowColor, shadowAlpha - smoothedAlpha);
}
void main()
{
mainImage(FragColor, gl_FragCoord.xy);
}