#define SOURCE_QUAD_ROUND 1 #define SOURCE_QUAD_ROUND_TOP_LEFT 2 #define SOURCE_QUAD_ROUND_TOP_RIGHT 3 #define SOURCE_QUAD_ROUND_BOTTOM_RIGHT 4 #define SOURCE_QUAD_ROUND_BOTTOM_LEFT 5 #if !defined(SOURCE) #error "Missing shader preamble" #endif precision mediump float; varying vec4 v_color; varying vec2 v_texcoord; uniform vec2 size; uniform vec2 position; uniform float radius; vec2 getCornerDist() { #if SOURCE == SOURCE_QUAD_ROUND vec2 half_size = size * 0.5; return abs(gl_FragCoord.xy - position - half_size) - half_size + radius; #elif SOURCE == SOURCE_QUAD_ROUND_TOP_LEFT return abs(gl_FragCoord.xy - position - size) - size + radius; #elif SOURCE == SOURCE_QUAD_ROUND_TOP_RIGHT return abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius; #elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_RIGHT return abs(gl_FragCoord.xy - position) - size + radius; #elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_LEFT return abs(gl_FragCoord.xy - position - vec2(size.x, 0)) - size + radius; #endif } void main() { vec2 q = getCornerDist(); float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius; float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist); gl_FragColor = mix(vec4(0), v_color, smoothedAlpha); if (gl_FragColor.a == 0.0) { discard; } }