gtk2/gsk/resources/glsl/outset_shadow.fs.glsl

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uniform vec4 u_outline;
uniform vec4 u_corner_widths;//= vec4(0, 0, 0, 0);
uniform vec4 u_corner_heights;// = vec4(0, 0, 0, 0);
void main() {
vec4 f = gl_FragCoord;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
RoundedRect outline = RoundedRect(vec4(u_outline.xy, u_outline.xy + u_outline.zw), u_corner_widths, u_corner_heights);
vec4 color = Texture(u_source, vUv);
color = color * (1.0 - clamp(rounded_rect_coverage (outline, f.xy), 0.0, 1.0));
setOutputColor(color * u_alpha);
}