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