forked from AuroraMiddleware/gtk
24 lines
752 B
GLSL
24 lines
752 B
GLSL
#version 420 core
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#include "rounded-rect.glsl"
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in flat vec4 inColor;
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layout(location = 2) in flat vec4 inRect;
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layout(location = 3) in flat vec4 inCornerWidths;
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layout(location = 4) in flat vec4 inCornerHeights;
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layout(location = 5) in flat vec4 inBorderWidths;
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layout(location = 0) out vec4 color;
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void main()
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{
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RoundedRect routside = RoundedRect (vec4(inRect.xy, inRect.xy + inRect.zw), inCornerWidths, inCornerHeights);
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RoundedRect rinside = rounded_rect_shrink (routside, inBorderWidths);
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float alpha = clamp (rounded_rect_coverage (routside, inPos) -
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rounded_rect_coverage (rinside, inPos),
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0.0, 1.0);
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color = inColor * alpha;
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}
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