#version 420 core #include "clip.frag.glsl" #include "rounded-rect.glsl" layout(location = 0) in vec2 inPos; layout(location = 1) in flat vec4 inOutline; layout(location = 2) in flat vec4 inOutlineCornerWidths; layout(location = 3) in flat vec4 inOutlineCornerHeights; layout(location = 4) in flat vec4 inColor; layout(location = 5) in flat vec2 inOffset; layout(location = 6) in flat float inSpread; layout(location = 0) out vec4 color; void main() { RoundedRect outline = RoundedRect (vec4(inOutline.xy, inOutline.xy + inOutline.zw), inOutlineCornerWidths, inOutlineCornerHeights); RoundedRect inside = rounded_rect_shrink (outline, vec4(inSpread)); color = vec4(inColor.rgb * inColor.a, inColor.a); color = color * clamp (rounded_rect_coverage (outline, inPos) - rounded_rect_coverage (inside, inPos - inOffset), 0.0, 1.0); color = clip (inPos, color); }