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, 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); 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); }