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; }