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-rw-r--r--shaders/circle_mask.glsl4
-rw-r--r--shaders/rounded_rectangle.glsl11
-rw-r--r--shaders/rounded_rectangle_mask.glsl5
3 files changed, 10 insertions, 10 deletions
diff --git a/shaders/circle_mask.glsl b/shaders/circle_mask.glsl
index 198191e..61c87cb 100644
--- a/shaders/circle_mask.glsl
+++ b/shaders/circle_mask.glsl
@@ -13,7 +13,5 @@ void main() {
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);
+ gl_FragColor = circle(uv, center, radius, texture_color);
}
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
diff --git a/shaders/rounded_rectangle_mask.glsl b/shaders/rounded_rectangle_mask.glsl
index 4725273..f6ff1a1 100644
--- a/shaders/rounded_rectangle_mask.glsl
+++ b/shaders/rounded_rectangle_mask.glsl
@@ -10,8 +10,9 @@ 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);
+
vec4 texture_color = texture2D(texture, gl_TexCoord[0].xy);
float a = clamp(rounded_rect(uv - center, size - radius, radius), 0.0, 1.0);
- gl_FragColor = mix(texture_color, background_color, a);
+ texture_color.a *= (1.0 - a);
+ gl_FragColor = texture_color;
} \ No newline at end of file