#version 450 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 time; float itemWidth; float itemHeight; vec4 bgColor; float cornerRadius; } ubuf; // Signed distance function for rounded rectangle float roundedBoxSDF(vec2 center, vec2 size, float radius) { vec2 q = abs(center) - size + radius; return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius; } void main() { // Aspect ratio correction float aspect = ubuf.itemWidth / ubuf.itemHeight; vec2 uv = qt_TexCoord0; uv.x *= aspect; uv.y = 1.0 - uv.y; float iTime = ubuf.time * 0.15; float snow = 0.0; for (int k = 0; k < 6; k++) { for (int i = 0; i < 12; i++) { float cellSize = 2.0 + (float(i) * 3.0); float downSpeed = 0.3 + (sin(iTime * 0.4 + float(k + i * 20)) + 1.0) * 0.00008; vec2 uvAnim = uv + vec2( 0.01 * sin((iTime + float(k * 6185)) * 0.6 + float(i)) * (5.0 / float(i + 1)), downSpeed * (iTime + float(k * 1352)) * (1.0 / float(i + 1)) ); vec2 uvStep = (ceil((uvAnim) * cellSize - vec2(0.5, 0.5)) / cellSize); float x = fract(sin(dot(uvStep.xy, vec2(12.9898 + float(k) * 12.0, 78.233 + float(k) * 315.156))) * 43758.5453 + float(k) * 12.0) - 0.5; float y = fract(sin(dot(uvStep.xy, vec2(62.2364 + float(k) * 23.0, 94.674 + float(k) * 95.0))) * 62159.8432 + float(k) * 12.0) - 0.5; float randomMagnitude1 = sin(iTime * 2.5) * 0.7 / cellSize; float randomMagnitude2 = cos(iTime * 1.65) * 0.7 / cellSize; float d = 5.0 * distance((uvStep.xy + vec2(x * sin(y), y) * randomMagnitude1 + vec2(y, x) * randomMagnitude2), uvAnim.xy); float omiVal = fract(sin(dot(uvStep.xy, vec2(32.4691, 94.615))) * 31572.1684); if (omiVal < 0.03) { float newd = (x + 1.0) * 0.4 * clamp(1.9 - d * (15.0 + (x * 6.3)) * (cellSize / 1.4), 0.0, 1.0); snow += newd; } } } // Blend white snow over background color float snowAlpha = clamp(snow * 2.0, 0.0, 1.0); vec3 snowColor = vec3(1.0); vec3 blended = mix(ubuf.bgColor.rgb, snowColor, snowAlpha); // Apply rounded corner mask vec2 pixelPos = qt_TexCoord0 * vec2(ubuf.itemWidth, ubuf.itemHeight); vec2 center = pixelPos - vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5; vec2 halfSize = vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5; float dist = roundedBoxSDF(center, halfSize, ubuf.cornerRadius); float cornerMask = 1.0 - smoothstep(-1.0, 0.0, dist); // Output with premultiplied alpha float finalAlpha = ubuf.qt_Opacity * cornerMask; fragColor = vec4(blended * finalAlpha, finalAlpha); }