37 lines
1.2 KiB
GLSL
37 lines
1.2 KiB
GLSL
|
precision mediump float;
|
||
|
varying vec4 v_color;
|
||
|
varying vec2 v_texcoord;
|
||
|
|
||
|
uniform bool is_top_left;
|
||
|
uniform bool is_top_right;
|
||
|
uniform bool is_bottom_left;
|
||
|
uniform bool is_bottom_right;
|
||
|
|
||
|
uniform vec2 position;
|
||
|
uniform float radius;
|
||
|
uniform vec2 half_size;
|
||
|
uniform float half_thickness;
|
||
|
|
||
|
float roundedBoxSDF(vec2 center, vec2 size, float radius) {
|
||
|
return length(max(abs(center) - size + radius, 0.0)) - radius;
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
vec2 center = gl_FragCoord.xy - position - half_size;
|
||
|
float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness);
|
||
|
float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness);
|
||
|
// Create an inner circle that isn't as anti-aliased as the outer ring
|
||
|
float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness);
|
||
|
gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner);
|
||
|
|
||
|
if (is_top_left && (center.y > 0.0 || center.x > 0.0)) {
|
||
|
discard;
|
||
|
} else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) {
|
||
|
discard;
|
||
|
} else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) {
|
||
|
discard;
|
||
|
} else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) {
|
||
|
discard;
|
||
|
}
|
||
|
}
|