aboutsummaryrefslogtreecommitdiff
path: root/shaders/rounded_rectangle.glsl
diff options
context:
space:
mode:
authordec05eba <dec05eba@protonmail.com>2021-06-11 17:11:13 +0200
committerdec05eba <dec05eba@protonmail.com>2021-06-11 17:11:13 +0200
commitc96fdcb4d639ae52ad1d2c812a07e5667849fe71 (patch)
tree37ace7d7fbb79a211d604a9e7a3204e454ee8720 /shaders/rounded_rectangle.glsl
parent26b593b1eac483f700c72b4195e372f4b92acc7f (diff)
Optimize shaders, only update youtube decryption function once every 5 minutes, smoother movement with smaller card items
Diffstat (limited to 'shaders/rounded_rectangle.glsl')
-rw-r--r--shaders/rounded_rectangle.glsl11
1 files changed, 6 insertions, 5 deletions
diff --git a/shaders/rounded_rectangle.glsl b/shaders/rounded_rectangle.glsl
index 88a057a..d06a4ba 100644
--- a/shaders/rounded_rectangle.glsl
+++ b/shaders/rounded_rectangle.glsl
@@ -12,10 +12,11 @@ void main() {
vec2 uv = gl_TexCoord[0].xy * resolution;
vec2 center = resolution * 0.5;
vec2 size = resolution * 0.5;
- vec4 background_color = vec4(0.0, 0.0, 0.0, 0.0);
+
float a = clamp(rounded_rect(uv - center, size - radius, radius), 0.0, 1.0);
- vec4 front_color = gl_Color;
- if(uv.x >= band_pos.x && uv.x <= band_pos.x + band_size.x && uv.y >= band_pos.y && uv.y <= band_pos.y + band_size.y)
- front_color = band_color;
- gl_FragColor = mix(front_color, background_color, a);
+ // same as: if(uv.x >= band_pos.x && uv.x <= band_pos.x + band_size.x && uv.y >= band_pos.y && uv.y <= band_pos.y + band_size.y)
+ vec2 band_blend = step(band_pos, uv) - step(band_pos + band_size, uv);
+ vec4 front_color = mix(gl_Color, band_color, band_blend.x*band_blend.y);
+ front_color.a *= (1.0 - a);
+ gl_FragColor = front_color;
} \ No newline at end of file