forked from AuroraMiddleware/gtk
13 lines
312 B
GLSL
13 lines
312 B
GLSL
uniform RoundedRect u_outline_rect;
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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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vec4 color = Texture(u_source, vUv);
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color = color * (1.0 - clamp(rounded_rect_coverage (u_outline_rect, f.xy), 0.0, 1.0));
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setOutputColor(color * u_alpha);
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}
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