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uniform sampler2D texture;
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);
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);
}
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