33 lines
1 KiB
GLSL
33 lines
1 KiB
GLSL
#version 450
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layout(location = 0) in vec4 v_Color;
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layout(location = 1) in vec2 v_Pos;
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layout(location = 2) in vec2 v_Scale;
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layout(location = 3) in float v_BorderRadius;
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layout(location = 0) out vec4 o_Color;
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float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius, float s)
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{
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vec2 inner_size = size - vec2(radius, radius) * 2.0;
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vec2 top_left = position + vec2(radius, radius);
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vec2 bottom_right = top_left + inner_size;
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vec2 top_left_distance = top_left - frag_coord;
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vec2 bottom_right_distance = frag_coord - bottom_right;
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vec2 distance = vec2(
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max(max(top_left_distance.x, bottom_right_distance.x), 0),
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max(max(top_left_distance.y, bottom_right_distance.y), 0)
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);
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float d = sqrt(distance.x * distance.x + distance.y * distance.y);
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return 1.0 - smoothstep(radius - s, radius + s, d);
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}
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void main() {
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float radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 0.5);
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o_Color = vec4(v_Color.xyz, v_Color.w * radius_alpha);
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}
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