forked from AuroraMiddleware/gtk
29 lines
933 B
GLSL
29 lines
933 B
GLSL
uniform float uSpread;
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uniform float uBlurRadius;
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uniform vec4 uColor;
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uniform vec2 uD;
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uniform vec4 uOutline;
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uniform vec4 uOutlineCornerWidths;
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uniform vec4 uOutlineCornerHeights;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += uViewport.x;
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f.y = (uViewport.y + uViewport.w) - f.y;
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RoundedRect outline = RoundedRect(vec4(uOutline.xy, uOutline.xy + uOutline.zw),
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uOutlineCornerWidths, uOutlineCornerHeights);
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RoundedRect inside = rounded_rect_shrink(outline, vec4(uSpread));
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vec4 color = vec4(uColor.rgb * uColor.a, uColor.a);
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color = color * clamp (rounded_rect_coverage (outline, f.xy) -
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rounded_rect_coverage (inside, f.xy - uD),
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0.0, 1.0);
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setOutputColor(color);
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/*setOutputColor(vec4(1, 0, 0, 1) * rounded_rect_coverage (outline, f.xy));*/
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/*setOutputColor(vec4(0, 0, 1, 1) * rounded_rect_coverage (inside, f.xy));*/
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}
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