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author | dec05eba <dec05eba@protonmail.com> | 2021-06-12 04:05:03 +0200 |
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committer | dec05eba <dec05eba@protonmail.com> | 2021-06-12 04:05:03 +0200 |
commit | f903b027871a989c1956e6bf16b47e302a01c763 (patch) | |
tree | 4dcf30a392b0442c8e02bc0f5f68ea245775a52d /shaders | |
parent | b83e18c475fa68806accf5d5b23aafcc2234e5dc (diff) |
Start from youtube url timestamp
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/rounded_rectangle.glsl | 8 |
1 files changed, 2 insertions, 6 deletions
diff --git a/shaders/rounded_rectangle.glsl b/shaders/rounded_rectangle.glsl index 8ba138f..88a057a 100644 --- a/shaders/rounded_rectangle.glsl +++ b/shaders/rounded_rectangle.glsl @@ -12,14 +12,10 @@ 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); - // 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); 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; - front_color.a *= (1.0 - a); - gl_FragColor = front_color; + gl_FragColor = mix(front_color, background_color, a); }
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