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#ifndef ALLOW_INCLUDES
#define ALLOW_INCLUDES
#extension GL_ARB_shading_language_include : enable
#endif
#ifndef SHADOW_GLSL
#define SHADOW_GLSL
#include "cm_helpers.glsl"
float pixAlphaRoundedDistance(float distanceToCorner, float radius, float range, float shadowPower) {
if (distanceToCorner > radius) {
return 0.0;
}
if (distanceToCorner > radius - range) {
return pow((range - (distanceToCorner - radius + range)) / range, shadowPower); // i think?
}
return 1.0;
}
float modifiedLength(vec2 a, float roundingPower) {
return pow(pow(abs(a.x), roundingPower) + pow(abs(a.y), roundingPower), 1.0 / roundingPower);
}
vec4 getShadow(vec4 pixColor, vec2 v_texcoord, float radius, float roundingPower, vec2 topLeft, vec2 fullSize, float range, float shadowPower, vec2 bottomRight
#if USE_CM
,
int sourceTF, int targetTF, mat3 convertMatrix, vec2 srcTFRange, vec2 dstTFRange
#if USE_ICC
,
highp sampler3D iccLut3D, float iccLutSize
#else
#if USE_TONEMAP || USE_SDR_MOD
,
mat3 targetPrimariesXYZ
#endif
#if USE_TONEMAP
,
float maxLuminance, float dstMaxLuminance, float dstRefLuminance, float srcRefLuminance
#endif
#if USE_SDR_MOD
,
float sdrSaturation, float sdrBrightnessMultiplier
#endif
#endif
#endif
) {
float originalAlpha = pixColor[3];
bool done = false;
vec2 pixCoord = fullSize * v_texcoord;
// ok, now we check the distance to a border.
if (pixCoord[0] < topLeft[0]) {
if (pixCoord[1] < topLeft[1]) {
// top left
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - topLeft, roundingPower), radius, range, shadowPower);
done = true;
} else if (pixCoord[1] > bottomRight[1]) {
// bottom left
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(topLeft[0], bottomRight[1]), roundingPower), radius, range, shadowPower);
done = true;
}
} else if (pixCoord[0] > bottomRight[0]) {
if (pixCoord[1] < topLeft[1]) {
// top right
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(bottomRight[0], topLeft[1]), roundingPower), radius, range, shadowPower);
done = true;
} else if (pixCoord[1] > bottomRight[1]) {
// bottom right
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - bottomRight, roundingPower), radius, range, shadowPower);
done = true;
}
}
if (!done) {
// distance to all straight bb borders
float distanceT = pixCoord[1];
float distanceB = fullSize[1] - pixCoord[1];
float distanceL = pixCoord[0];
float distanceR = fullSize[0] - pixCoord[0];
// get the smallest
float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
if (smallest < range) {
pixColor[3] = pixColor[3] * pow((smallest / range), shadowPower);
}
}
if (pixColor[3] == 0.0) {
discard;
return pixColor;
}
// premultiply
pixColor.rgb *= pixColor[3];
#if USE_CM
pixColor = doColorManagement(pixColor, sourceTF, targetTF, convertMatrix, srcTFRange, dstTFRange
#if USE_ICC
,
iccLut3D, iccLutSize
#else
#if USE_TONEMAP || USE_SDR_MOD
,
targetPrimariesXYZ
#endif
#if USE_TONEMAP
,
maxLuminance, dstMaxLuminance, dstRefLuminance, srcRefLuminance
#endif
#if USE_SDR_MOD
,
sdrSaturation, sdrBrightnessMultiplier
#endif
#endif
);
#endif
return pixColor;
}
#endif
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