precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; uniform float alpha; 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() { // Saturation if (saturation != 1.0) { vec4 pixColor = texture2D(tex, v_texcoord); vec3 irgb = pixColor.rgb; vec3 target = vec3(dot(irgb, saturation_weight)); gl_FragColor = vec4(mix(target, irgb, saturation), pixColor.a) * alpha; } else { gl_FragColor = texture2D(tex, v_texcoord) * 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); } } }