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-rw-r--r--shaders/rounded_rectangle_no_shadow.glsl24
1 files changed, 24 insertions, 0 deletions
diff --git a/shaders/rounded_rectangle_no_shadow.glsl b/shaders/rounded_rectangle_no_shadow.glsl
new file mode 100644
index 0000000..4fc32cf
--- /dev/null
+++ b/shaders/rounded_rectangle_no_shadow.glsl
@@ -0,0 +1,24 @@
+uniform float radius;
+uniform vec2 band_pos;
+uniform vec2 band_size;
+uniform vec4 band_color;
+uniform vec2 resolution;
+
+float rounded_rect(vec2 coord, vec2 size, float r) {
+ return length(max(abs(coord) - size+r, 0.0)) - r;
+}
+
+void main() {
+ vec2 shadow_offset = vec2(20.0, 20.0);
+ vec2 uv = gl_TexCoord[0].xy * resolution;
+ vec2 center = resolution * 0.5;
+ vec2 size = (resolution - shadow_offset * 2.0) * 0.5;
+
+ float rect_dist = rounded_rect(uv - center, size, radius);
+ float a = 1.0 - smoothstep(0.0, 2.0, rect_dist);
+ // 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 *= a;
+ gl_FragColor = front_color;
+} \ No newline at end of file