import { BorderTemplate, type BorderProps, } from '../templates/BorderTemplate.js'; import type { Vec4 } from '../../renderers/webgl/internal/ShaderUtils.js'; import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js'; export const Border: WebGlShaderType = { props: BorderTemplate.props, update(node) { this.uniform4fa('u_borderWidth', this.props!.w as Vec4); this.uniformRGBA('u_borderColor', this.props!.color); this.uniform1f('u_borderGap', this.props!.gap as number); this.uniform1f('u_borderAlign', this.props!.align as number); }, vertex: ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif attribute vec2 a_position; attribute vec2 a_textureCoords; attribute vec4 a_color; attribute vec2 a_nodeCoords; uniform vec2 u_resolution; uniform float u_pixelRatio; uniform vec2 u_dimensions; uniform vec4 u_borderWidth; uniform float u_borderGap; uniform float u_borderAlign; varying vec4 v_color; varying vec2 v_textureCoords; varying vec2 v_nodeCoords; varying vec2 v_innerSize; varying vec2 v_outerSize; varying vec2 v_outerBorderUv; varying vec2 v_innerBorderUv; varying vec2 v_halfDimensions; void main() { vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y); vec2 edge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0); vec4 adjustedBorderWidth = u_borderWidth - 1.0 + clamp(u_borderWidth, -1.0, 1.0); float borderTop = adjustedBorderWidth.x; float borderRight = adjustedBorderWidth.y; float borderBottom = adjustedBorderWidth.z; float borderLeft = adjustedBorderWidth.w; v_outerBorderUv = vec2(0.0); v_innerBorderUv = vec2(0.0); vec2 borderSize = vec2(borderRight + borderLeft, borderTop + borderBottom); vec2 extraSize = borderSize * u_borderAlign; float gapLeft = step(0.001, borderLeft) * u_borderGap; float gapRight = step(0.001, borderRight) * u_borderGap; float gapTop = step(0.001, borderTop) * u_borderGap; float gapBottom = step(0.001, borderBottom) * u_borderGap; vec2 gapSize = vec2(gapLeft + gapRight, gapTop + gapBottom); v_outerSize = (u_dimensions + gapSize + extraSize) * 0.5; v_innerSize = v_outerSize - borderSize * 0.5; // Use sign() to avoid branching vec2 borderDiff = vec2(borderRight - borderLeft, borderBottom - borderTop); vec2 signDiff = sign(borderDiff); borderDiff = abs(borderDiff); vec2 gapDiff = vec2(gapRight - gapLeft, gapBottom - gapTop); vec2 signGapDiff = sign(gapDiff); gapDiff = abs(gapDiff); v_outerBorderUv = -signDiff * borderDiff * u_borderAlign * 0.5 - signGapDiff * gapDiff * 0.5; v_innerBorderUv = v_outerBorderUv + signDiff * borderDiff * 0.5; vec2 edgeOffsetExtra = step(u_dimensions * 0.5, v_outerSize) * edge * (extraSize + u_borderGap); vec2 borderEdge = edgeOffsetExtra; vec2 vertexPos = (a_position + edge + borderEdge) * u_pixelRatio; gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0); v_color = a_color; v_nodeCoords = a_nodeCoords + (screenSpace + borderEdge) / (u_dimensions); v_textureCoords = a_textureCoords + (screenSpace + borderEdge) / (u_dimensions); v_halfDimensions = u_dimensions * 0.5; } `, fragment: ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif uniform vec2 u_resolution; uniform float u_pixelRatio; uniform float u_alpha; uniform vec2 u_dimensions; uniform sampler2D u_texture; uniform vec4 u_borderWidth; uniform vec4 u_borderColor; uniform float u_borderGap; varying vec4 v_color; varying vec2 v_nodeCoords; varying vec2 v_textureCoords; varying vec2 v_innerSize; varying vec2 v_outerSize; varying vec2 v_outerBorderUv; varying vec2 v_innerBorderUv; varying vec2 v_halfDimensions; float box(vec2 p, vec2 s) { vec2 q = abs(p) - s; return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0))); } void main() { vec4 color = texture2D(u_texture, v_textureCoords) * v_color; vec4 resultColor = vec4(0.0); vec2 boxUv = v_nodeCoords.xy * u_dimensions - v_halfDimensions; float edgeWidth = 1.0 / u_pixelRatio; float outerDist = box(boxUv + v_outerBorderUv, v_outerSize - edgeWidth); float innerDist = box(boxUv + v_innerBorderUv, v_innerSize - edgeWidth); float outerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, outerDist); float innerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, innerDist); float nodeDist = box(boxUv, v_halfDimensions - edgeWidth); float nodeAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, nodeDist); float borderDist = max(-innerDist, outerDist); float borderAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, borderDist); // Branchless gap select -- Mali 400 serializes uniform branches, so both // composites are computed and mix()-selected on hasGap instead. vec4 resNoGap = mix(resultColor, u_borderColor, outerAlpha * u_borderColor.a); resNoGap = mix(resNoGap, color, innerAlpha); vec4 resGap = mix(resultColor, color, nodeAlpha); resGap = mix(resGap, u_borderColor, borderAlpha * u_borderColor.a); float hasGap = step(0.0001, abs(u_borderGap)); gl_FragColor = mix(resNoGap, resGap, hasGap) * u_alpha; } `, };