19 lines
568 B
GLSL
19 lines
568 B
GLSL
|
precision mediump float;
|
||
|
varying vec2 v_texcoord;
|
||
|
uniform sampler2D tex;
|
||
|
uniform float alpha;
|
||
|
|
||
|
uniform vec2 size;
|
||
|
uniform vec2 position;
|
||
|
uniform float radius;
|
||
|
|
||
|
void main() {
|
||
|
gl_FragColor = texture2D(tex, v_texcoord) * alpha;
|
||
|
vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy);
|
||
|
if (max(corner_distance.x, corner_distance.y) < radius) {
|
||
|
float d = radius - distance(corner_distance, vec2(radius));
|
||
|
float smooth = smoothstep(-1.0f, 0.5f, d);
|
||
|
gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
|
||
|
}
|
||
|
}
|