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Rectangle drawing function GLSL
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//all params in normalized units | |
vec3 drawRect(in vec2 st, | |
in vec2 center, | |
in float width, | |
in float height, | |
in float thickness, | |
in vec3 fillColor, | |
in vec3 strokeColor) | |
{ | |
vec3 color = vec3(0); | |
float halfWidth = width * .5; | |
float halfHeight = height * .5; | |
float halfTickness = thickness * .5; | |
vec2 bottomLeft = vec2(center.x - halfWidth, center.y - halfHeight); | |
vec2 topRight = vec2(center.x + halfWidth, center.y + halfHeight); | |
//STROKE | |
vec2 stroke = vec2(0.0); | |
stroke += step(bottomLeft-halfTickness, st) * (1.0 - step(bottomLeft+halfTickness, st)); | |
stroke += step(topRight-halfTickness, st) * (1.0 - step(topRight+halfTickness, st)); | |
vec2 strokeLimit = step(bottomLeft-halfTickness, st) * (1.0 - step(topRight+halfTickness, st)); | |
stroke *= strokeLimit.x * strokeLimit.y; | |
color = mix (color, strokeColor, min(stroke.x + stroke.y, 1.0)); | |
// | |
//FILL | |
vec2 fill = vec2(0.0); | |
fill += step(bottomLeft+halfTickness, st) * (1.0 - step(topRight-halfTickness, st)); | |
vec2 fillLimit = step(bottomLeft+halfTickness, st) * (1.0 - step(topRight-halfTickness, st)); | |
fill *= fillLimit.x * fillLimit.y; | |
color = mix (color, fillColor, min(fill.x + fill.y, 1.0)); | |
// | |
return color; | |
} |
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