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

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