#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform ubuf { mat4 qt_Matrix; float qt_Opacity; float screenCurvature; vec4 frameColor; float frameSize; }; float min2(vec2 v) { return min(v.x, v.y); } float max2(vec2 v) { return max(v.x, v.y); } float prod2(vec2 v) { return v.x * v.y; } float sum2(vec2 v) { return v.x + v.y; } float hash(vec2 v) { return fract(sin(dot(v, vec2(12.9898, 78.233))) * 43758.5453); } vec2 distortCoordinates(vec2 coords){ vec2 paddedCoords = coords * (vec2(1.0) + frameSize * 2.0) - frameSize; vec2 cc = (paddedCoords - vec2(0.5)); float dist = dot(cc, cc) * screenCurvature; return (paddedCoords + cc * (1.0 + dist) * dist); } void main() { vec2 staticCoords = qt_TexCoord0; vec2 coords = distortCoordinates(staticCoords); float depth = 1.0 - 5.0 * min(min2(staticCoords), min2(vec2(1.0) - staticCoords)); float occlusionWidth = 0.025; float seamWidth = occlusionWidth; float e = min( smoothstep(-seamWidth, seamWidth, coords.x - coords.y), smoothstep(-seamWidth, seamWidth, coords.x - (1.0 - coords.y)) ); float s = min( smoothstep(-seamWidth, seamWidth, coords.y - coords.x), smoothstep(-seamWidth, seamWidth, coords.x - (1.0 - coords.y)) ); float w = min( smoothstep(-seamWidth, seamWidth, coords.y - coords.x), smoothstep(-seamWidth, seamWidth, (1.0 - coords.x) - coords.y) ); float n = min( smoothstep(-seamWidth, seamWidth, coords.x - coords.y), smoothstep(-seamWidth, seamWidth, (1.0 - coords.x) - coords.y) ); vec2 clampedCoords = clamp(coords, vec2(0.0), vec2(1.0)); float innerEdgeDist = length(coords - clampedCoords); float occlusion = smoothstep(0.0, occlusionWidth, innerEdgeDist); float frameShadow = e * 0.75 + w * 0.75 + n * 0.50 + s * 1.00; frameShadow *= sqrt(occlusion) * depth; vec3 color = frameColor.rgb * frameShadow; float alpha = clamp(sum2(1.0 - step(vec2(0.0), coords) + step(vec2(1.0), coords)), 0.0, 1.0); fragColor = vec4(color * alpha, alpha) * qt_Opacity; }