forked from AuroraMiddleware/gtk
33 lines
923 B
GLSL
33 lines
923 B
GLSL
uniform vec4 u_color = vec4(1, 0, 1, 1);
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uniform vec4 u_widths;
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// For border we abuse, ehm, re-use, the global clip
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// as rounded rect and shrink it by u_widths
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void main() {
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vec4 bounds = u_clip;
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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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bounds.z = bounds.x + bounds.z;
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bounds.w = bounds.y + bounds.w;
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vec4 corner_widths = max (u_clip_corner_widths, u_widths.wyyw);
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vec4 corner_heights = max (u_clip_corner_heights, u_widths.xxzz);
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RoundedRect routside = RoundedRect (bounds, corner_widths, corner_heights);
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RoundedRect rinside = rounded_rect_shrink (routside, u_widths);
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float alpha = clamp (rounded_rect_coverage (routside, f.xy) -
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rounded_rect_coverage (rinside, f.xy),
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0.0, 1.0);
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/* Pre-multiply */
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vec4 color = u_color;
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color.rgb *= color.a;
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setOutputColor (color * alpha * u_alpha);
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}
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