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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+r, 0.0)) - r;
}
void main() {
vec2 uv = gl_TexCoord[0].xy * resolution;
vec2 center = resolution * 0.5;
vec2 size = resolution * 0.5;
vec4 texture_color = texture2D(texture, gl_TexCoord[0].xy);
float a = 1.0 - smoothstep(0.0, 2.0, rounded_rect(uv - center, size, radius));
texture_color.a *= a;
gl_FragColor = texture_color;
}
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