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-rw-r--r--shaders/circle_mask.glsl20
-rw-r--r--shaders/rounded_rectangle.glsl15
2 files changed, 30 insertions, 5 deletions
diff --git a/shaders/circle_mask.glsl b/shaders/circle_mask.glsl
index 9f82591..0266d2c 100644
--- a/shaders/circle_mask.glsl
+++ b/shaders/circle_mask.glsl
@@ -1,9 +1,19 @@
uniform sampler2D texture;
+uniform vec2 resolution;
+
+vec4 circle(vec2 uv, vec2 pos, float rad, vec4 color) {
+ float d = length(pos - uv) - rad;
+ float t = clamp(d, 0.0, 1.0);
+ return vec4(color.rgb, color.a * (1.0 - t));
+}
void main() {
- vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
- vec2 pixelOffset = gl_TexCoord[0].xy - vec2(0.5, 0.5);
- float dist = sqrt(dot(pixelOffset, pixelOffset));
- dist = smoothstep(0.47, 0.5, dist);
- gl_FragColor = gl_Color * pixel * vec4(1.0, 1.0, 1.0, 1.0 - dist);
+ vec2 uv = gl_TexCoord[0].xy * resolution;
+ vec2 center = resolution * 0.5;
+ float radius = 0.49 * resolution.y;
+
+ vec4 texture_color = texture2D(texture, gl_TexCoord[0].xy);
+ vec4 layer1 = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 layer2 = circle(uv, center, radius, texture_color);
+ gl_FragColor = mix(layer1, layer2, layer2.a);
}
diff --git a/shaders/rounded_rectangle.glsl b/shaders/rounded_rectangle.glsl
new file mode 100644
index 0000000..7da0826
--- /dev/null
+++ b/shaders/rounded_rectangle.glsl
@@ -0,0 +1,15 @@
+uniform float radius;
+uniform vec2 resolution;
+
+float rounded_rect(vec2 coord, vec2 size, float r) {
+ return length(max(abs(coord) - size, 0.0)) - r;
+}
+
+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);
+ gl_FragColor = mix(gl_Color, background_color, a);
+} \ No newline at end of file