#version 450 #extension GL_ARB_separate_shader_objects : enable #define WIDTH 3200 #define HEIGHT 2400 #define WORKGROUP_SIZE 32 layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in; layout ( binding = 0, rgba8 ) uniform writeonly image2D buf; // License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) // A standard gaussian function, used for weighting samples float gaussian(float x, float sigma) { const float pi = 3.141592653589793; return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma); } // This approximates the error function, needed for the gaussian integral vec2 erf(vec2 x) { vec2 s = sign(x), a = abs(x); x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a; x *= x; return s - s / (x * x); } // Return the blurred mask along the x dimension float roundedBoxShadowX(float x, float y, float sigma, float corner, vec2 halfSize) { float delta = min(halfSize.y - corner - abs(y), 0.0); float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta)); vec2 integral = 0.5 + 0.5 * erf((x + vec2(-curved, curved)) * (sqrt(0.5) / sigma)); return integral.y - integral.x; } // Return the mask for the shadow of a box from lower to upper float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner) { // Center everything to make the math easier vec2 center = (lower + upper) * 0.5; vec2 halfSize = (upper - lower) * 0.5; point -= center; // The signal is only non-zero in a limited range, so don't waste samples float low = point.y - halfSize.y; float high = point.y + halfSize.y; float start = clamp(-3.0 * sigma, low, high); float end = clamp(3.0 * sigma, low, high); // Accumulate samples (we can get away with surprisingly few samples) float step = (end - start) / 4.0; float y = start + step * 0.5; float value = 0.0; for (int i = 0; i < 4; i++) { value += roundedBoxShadowX(point.x, point.y - y, sigma, corner, halfSize) * gaussian(y, sigma) * step; y += step; } return value; } //--------------------------------------------------------- // draw rectangle frame with rounded edges //--------------------------------------------------------- float roundedFrame (vec2 uv, vec2 pos, vec2 size, float radius, float thickness) { float d = length(max(abs(uv - pos),size) - size) - radius; return smoothstep(0.95, 0.05, abs(d / thickness)); //return 1.0/abs(d / thickness); } void main() { if(gl_GlobalInvocationID.x >= WIDTH || gl_GlobalInvocationID.y >= HEIGHT) return; vec2 pos = {float(gl_GlobalInvocationID.x) / float(WIDTH),float(gl_GlobalInvocationID.y) / float(HEIGHT)}; //vec4 color = vec4( 1.0,0.0,0.0,1.0); //float s = roundedBoxShadow (vec2(0.1,0.1), vec2(0.5,0.5), vec2(x,y), 0.02, 0.1); float s = roundedFrame (pos, vec2(0.6,0.6), vec2(0.1,0.1), 0.1,0.002); vec4 color = vec4(s,s,s,s); imageStore(buf, ivec2(gl_GlobalInvocationID.xy), color); }