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path: root/shaders/rounded_rectangle_mask.glsl
blob: f6ff1a1705513cac8b7bf3ed06cd59c164f44090 (plain)
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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 texture_color = texture2D(texture, gl_TexCoord[0].xy);
	float a = clamp(rounded_rect(uv - center, size - radius, radius), 0.0, 1.0);
    texture_color.a *= (1.0 - a);
    gl_FragColor = texture_color;
}