// SDF Function for rectangle float rectangle(float2 samplePosition, float2 halfSize){ // X component represents signed distance to closest vertical edge of rectangle // Same for Y but for closest horizontal edge // HalfSize represents two distances from each axis of 2d space to a сorresponding edge float2 distanceToEdge = abs(samplePosition) - halfSize; // max(n, 0) to remove distances that signed with minus (distances inside rectangle) // length to calculate distance from outside (distances that > 0) to rectangle float outsideDistance = length(max(distanceToEdge, 0)); // max(x,y) is a cheap way to calculate distance to closest edge inside rectangle // with min we just make sure that inside distances would not impact on outside distances float insideDistance = min(max(distanceToEdge.x, distanceToEdge.y), 0); return outsideDistance + insideDistance; } // An extension of rectangle() function to modify signed distance (effect as a wrap around rectangle) float roundedRectangle(float2 samplePosition, float absoluteRound, float2 halfSize){ // subtrancting value from final distance effects like a wrap around rectangle, so // the solution is to decrease actual rectangle with `absoluteRound` value // and then make an effect of wrap with size of `absoluteRound` return rectangle(samplePosition, halfSize - absoluteRound) - absoluteRound; } // Smoothstep function with antialiasing float AntialiasedCutoff(float distance){ float distanceChange = fwidth(distance) * 0.5; return smoothstep(distanceChange, -distanceChange, distance); } float CalcAlpha(float2 samplePosition, float2 size, float radius){ // -.5 = translate origin of samplePositions from (0, 0) to (.5, .5) // because for Image component (0,0) is bottom-right, not a center // * size = scale samplePositions to localSpace of Image with this size float2 samplePositionTranslated = (samplePosition - .5) * size; float distToRect = roundedRectangle(samplePositionTranslated, radius * .5, size * .5); return AntialiasedCutoff(distToRect); } inline float2 translate(float2 samplePosition, float2 offset){ return samplePosition - offset; } float intersect(float shape1, float shape2){ return max(shape1, shape2); } float2 rotate(float2 samplePosition, float rotation){ const float PI = 3.14159; float angle = rotation * PI * 2 * -1; float sine, cosine; sincos(angle, sine, cosine); return float2(cosine * samplePosition.x + sine * samplePosition.y, cosine * samplePosition.y - sine * samplePosition.x); } float circle(float2 position, float radius){ return length(position) - radius; } float CalcAlphaForIndependentCorners(float2 samplePosition, float2 halfSize, float4 rect2props, float4 r){ samplePosition = (samplePosition - .5) * halfSize * 2; float r1 = rectangle(samplePosition, halfSize); float2 r2Position = rotate(translate(samplePosition, rect2props.xy), .125); float r2 = rectangle(r2Position, rect2props.zw); float2 circle0Position = translate(samplePosition, float2(-halfSize.x + r.x, halfSize.y - r.x)); float c0 = circle(circle0Position, r.x); float2 circle1Position = translate(samplePosition, float2(halfSize.x - r.y, halfSize.y - r.y)); float c1 = circle(circle1Position, r.y); float2 circle2Position = translate(samplePosition, float2(halfSize.x - r.z, -halfSize.y + r.z)); float c2 = circle(circle2Position, r.z); float2 circle3Position = translate(samplePosition, -halfSize + r.w); float c3 = circle(circle3Position, r.w); float dist = max(r1,min(min(min(min(r2, c0), c1), c2), c3)); return AntialiasedCutoff(dist); }