#version 450 // Connected Frame Mode silhouette as a signed-distance field: the frame ring // (an inverted rounded rectangle) smooth-unioned with each active chrome // (popout/modal, dock, notification). The smooth-min radius IS the connector // fillet. Antialiasing is analytic via fwidth -> crisp at any scale, no FBO. layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float widthPx; float heightPx; float cutoutRadius; vec4 cutout; // inner cutout edges in px: x=left y=top z=right w=bottom vec4 surfaceColor; // straight (non-premultiplied) rgba // Up to four chrome slots. rect = x,y,w,h (px). corner = per-corner radii // (topLeft, topRight, bottomRight, bottomLeft). param = connectorR, active, 0, 0 vec4 chromeRect0; vec4 chromeCorner0; vec4 chromeParam0; vec4 chromeRect1; vec4 chromeCorner1; vec4 chromeParam1; vec4 chromeRect2; vec4 chromeCorner2; vec4 chromeParam2; vec4 chromeRect3; vec4 chromeCorner3; vec4 chromeParam3; } ubuf; float sdBox(vec2 p, vec2 c, vec2 hs) { vec2 q = abs(p - c) - hs; return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))); } float sdRoundBox(vec2 p, vec2 c, vec2 hs, float r) { r = min(r, min(hs.x, hs.y)); vec2 q = abs(p - c) - hs + r; return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - r; } // Per-corner rounded box. r = (topLeft, topRight, bottomRight, bottomLeft). float sdRoundBox4(vec2 p, vec2 c, vec2 hs, vec4 r) { p -= c; float rr = (p.x >= 0.0) ? (p.y >= 0.0 ? r.z : r.y) : (p.y >= 0.0 ? r.w : r.x); rr = min(rr, min(hs.x, hs.y)); vec2 q = abs(p) - hs + rr; return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - rr; } // Circular smooth-min: blends two SDFs with a fillet of radius k. float smin(float a, float b, float k) { if (k <= 0.0) return min(a, b); return max(k, min(a, b)) - length(max(vec2(k) - vec2(a, b), vec2(0.0))); } float chromeDist(vec2 px, vec4 rect, vec4 corner) { vec2 c = rect.xy + rect.zw * 0.5; return sdRoundBox4(px, c, rect.zw * 0.5, corner); } void main() { vec2 px = qt_TexCoord0 * vec2(ubuf.widthPx, ubuf.heightPx); // Frame ring: inside the screen rect AND outside the rounded cutout (hole). vec2 sc = vec2(ubuf.widthPx, ubuf.heightPx) * 0.5; float dOuter = sdBox(px, sc, sc); vec2 cutC = vec2((ubuf.cutout.x + ubuf.cutout.z) * 0.5, (ubuf.cutout.y + ubuf.cutout.w) * 0.5); vec2 cutH = vec2((ubuf.cutout.z - ubuf.cutout.x) * 0.5, (ubuf.cutout.w - ubuf.cutout.y) * 0.5); float dCut = sdRoundBox(px, cutC, cutH, ubuf.cutoutRadius); float d = max(dOuter, -dCut); // Smooth-union the active chrome surfaces; smin radius = connector fillet. if (ubuf.chromeParam0.y > 0.5) d = smin(d, chromeDist(px, ubuf.chromeRect0, ubuf.chromeCorner0), ubuf.chromeParam0.x); if (ubuf.chromeParam1.y > 0.5) d = smin(d, chromeDist(px, ubuf.chromeRect1, ubuf.chromeCorner1), ubuf.chromeParam1.x); if (ubuf.chromeParam2.y > 0.5) d = smin(d, chromeDist(px, ubuf.chromeRect2, ubuf.chromeCorner2), ubuf.chromeParam2.x); if (ubuf.chromeParam3.y > 0.5) d = smin(d, chromeDist(px, ubuf.chromeRect3, ubuf.chromeCorner3), ubuf.chromeParam3.x); float fw = max(fwidth(d), 1e-4); float cov = 1.0 - smoothstep(-fw, fw, d); float a = ubuf.surfaceColor.a * cov * ubuf.qt_Opacity; fragColor = vec4(ubuf.surfaceColor.rgb * a, a); }