// Draws a progress bar with properties defined in CustomUiMaterial #import bevy_ui::ui_vertex_output::UiVertexOutput @group(1) @binding(0) var color: vec4; @group(1) @binding(1) var slider: vec4; @group(1) @binding(2) var material_color_texture: texture_2d; @group(1) @binding(3) var material_color_sampler: sampler; @group(1) @binding(4) var border_color: vec4; @fragment fn fragment(in: UiVertexOutput) -> @location(0) vec4 { let output_color = textureSample(material_color_texture, material_color_sampler, in.uv) * color; // half size of the UI node let half_size = 0.5 * in.size; // position relative to the center of the UI node let p = in.uv * in.size - half_size; // thickness of the border closest to the current position let b = vec2( select(in.border_widths.x, in.border_widths.z, 0. < p.x), select(in.border_widths.y, in.border_widths.w, 0. < p.y) ); // select radius for the nearest corner let rs = select(in.border_radius.xy, in.border_radius.wz, 0.0 < p.y); let radius = select(rs.x, rs.y, 0.0 < p.x); // distance along each axis from the corner let d = half_size - abs(p); // if the distance to the edge from the current position on any axis // is less than the border width on that axis then the position is within // the border and we return the border color if d.x < b.x || d.y < b.y { // select radius for the nearest corner let rs = select(in.border_radius.xy, in.border_radius.wz, 0.0 < p.y); let radius = select(rs.x, rs.y, 0.0 < p.x); // determine if the point is inside the curved corner and return the corresponding color let q = radius - d; if radius < min(max(q.x, q.y), 0.0) + length(vec2(max(q.x, 0.0), max(q.y, 0.0))) { return vec4(0.0); } else { return border_color; } } // sample the texture at this position if it's to the left of the slider value // otherwise return a fully transparent color if in.uv.x < slider.x { let output_color = textureSample(material_color_texture, material_color_sampler, in.uv) * color; return output_color; } else { return vec4(0.0); } }