19 lines
568 B
GLSL
19 lines
568 B
GLSL
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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void main() {
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gl_FragColor = texture2D(tex, v_texcoord) * alpha;
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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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