precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; uniform float alpha; uniform float dim; uniform vec4 dim_color; uniform vec2 size; uniform vec2 position; uniform float radius; uniform bool has_titlebar; uniform float saturation; const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721); void main() { vec4 color = vec4(texture2D(tex, v_texcoord).rgb, 1.0); // Saturation if (saturation != 1.0) { vec3 irgb = texture2D(tex, v_texcoord).rgb; vec3 target = vec3(dot(irgb, saturation_weight)); color = vec4(mix(target, irgb, saturation), 1.0); } // Dimming gl_FragColor = mix(color, dim_color, dim) * alpha; if (!has_titlebar || gl_FragCoord.y - position.y > radius) { 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); } } }