2019-12-14 21:06:12 +00:00
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// VERTEX_SHADER:
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2020-01-16 07:02:48 +00:00
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uniform vec4 u_color;
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_OUT_ vec4 final_color;
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2019-12-14 21:06:12 +00:00
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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2020-01-16 07:02:48 +00:00
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final_color = u_color;
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// pre-multiply
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final_color.rgb *= final_color.a;
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final_color *= u_alpha;
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2019-12-14 21:06:12 +00:00
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}
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// FRAGMENT_SHADER:
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2019-12-16 05:16:26 +00:00
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uniform vec4[3] u_outline_rect;
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2017-12-01 07:30:11 +00:00
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2020-01-16 07:02:48 +00:00
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_IN_ vec4 final_color;
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2017-12-01 07:30:11 +00:00
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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2019-12-16 05:16:26 +00:00
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RoundedRect outline = create_rect(u_outline_rect);
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2020-01-19 16:11:57 +00:00
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rounded_rect_transform(outline, u_modelview);
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2020-01-16 07:02:48 +00:00
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float alpha = Texture(u_source, vUv).a;
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alpha *= (1.0 - clamp(rounded_rect_coverage(outline, f.xy), 0.0, 1.0));
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vec4 color = final_color * alpha;
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setOutputColor(color);
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2017-12-01 07:30:11 +00:00
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}
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