2022-11-10 17:32:28 +11:00
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 size;
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uniform vec2 position;
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uniform float radius;
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2022-11-11 17:19:02 +11:00
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uniform bool has_titlebar;
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2022-11-12 11:38:09 +11:00
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uniform float saturation;
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const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721);
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2022-11-10 17:32:28 +11:00
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void main() {
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2022-11-12 11:38:09 +11:00
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// Saturation
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if (saturation != 1.0) {
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vec4 pixColor = texture2D(tex, v_texcoord);
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vec3 irgb = pixColor.rgb;
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vec3 target = vec3(dot(irgb, saturation_weight));
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gl_FragColor = vec4(mix(target, irgb, saturation), pixColor.a) * alpha;
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} else {
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gl_FragColor = texture2D(tex, v_texcoord) * alpha;
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}
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2022-11-11 17:19:02 +11:00
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if (!has_titlebar || gl_FragCoord.y - position.y > radius) {
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vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy);
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if (max(corner_distance.x, corner_distance.y) < radius) {
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float d = radius - distance(corner_distance, vec2(radius));
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float smooth = smoothstep(-1.0f, 0.5f, d);
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gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
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}
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}
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2022-11-10 17:32:28 +11:00
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}
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