16 lines
462 B
GLSL
16 lines
462 B
GLSL
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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void main() {
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vec2 half_size = size / 2.0;
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vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius;
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float distance = 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, 1.0, distance);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
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}
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