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authordec05eba <dec05eba@protonmail.com>2021-09-08 17:04:31 +0200
committerdec05eba <dec05eba@protonmail.com>2021-09-08 17:04:57 +0200
commitda2988c4356d2756e86037b1c7e859f49583c109 (patch)
tree73ca076fa1a0f46fa3e3f1e6016d7bf479113491 /shaders/rounded_rectangle_no_shadow.glsl
parent24b0ed2ae8a0d52ceee647e34a943213e9d3bc89 (diff)
Load theme from file (~/.config/quickmedia/themes/<theme-name>.json and /usr/share/quickmedia/themes/<theme-name>.json)
Diffstat (limited to 'shaders/rounded_rectangle_no_shadow.glsl')
-rw-r--r--shaders/rounded_rectangle_no_shadow.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/shaders/rounded_rectangle_no_shadow.glsl b/shaders/rounded_rectangle_no_shadow.glsl
index e5915da..c32f842 100644
--- a/shaders/rounded_rectangle_no_shadow.glsl
+++ b/shaders/rounded_rectangle_no_shadow.glsl
@@ -15,7 +15,7 @@ void main() {
vec2 size = (resolution - shadow_offset * 2.0) * 0.5;
float rect_dist = rounded_rect(uv - center, size, radius);
- float a = clamp(1.0 - smoothstep(0.0, 2.0, rect_dist), 0.0, 1.0);
+ float a = clamp(1.0 - smoothstep(0.0, 1.0, rect_dist), 0.0, 1.0);
// 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);