33 lines
878 B
GLSL
33 lines
878 B
GLSL
|
|
precision mediump float;
|
||
|
|
uniform float alpha;
|
||
|
|
#if defined(DEBUG_FLAGS)
|
||
|
|
uniform float tint;
|
||
|
|
#endif
|
||
|
|
uniform vec2 size;
|
||
|
|
varying vec2 v_coords;
|
||
|
|
|
||
|
|
uniform vec3 color;
|
||
|
|
uniform float thickness;
|
||
|
|
uniform float radius;
|
||
|
|
|
||
|
|
float rounded_box(vec2 center, vec2 size, float radius) {
|
||
|
|
return length(max(abs(center) - size + radius, 0.0)) - radius;
|
||
|
|
}
|
||
|
|
|
||
|
|
void main() {
|
||
|
|
vec2 center = size / 2.0 - vec2(0.5);
|
||
|
|
vec2 location = v_coords * size;
|
||
|
|
vec4 mix_color;
|
||
|
|
|
||
|
|
float distance = rounded_box(location - center, size / 2.0 - vec2(thickness / 2.0), radius);
|
||
|
|
float smoothedAlpha = 1.0 - smoothstep(0.0, 2.0, abs(distance) - (thickness / 2.0));
|
||
|
|
|
||
|
|
mix_color = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(color, alpha), smoothedAlpha);
|
||
|
|
|
||
|
|
#if defined(DEBUG_FLAGS)
|
||
|
|
if (tint == 1.0)
|
||
|
|
mix_color = vec4(0.0, 0.3, 0.0, 0.2) + mix_color * 0.8;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
gl_FragColor = mix_color;
|
||
|
|
}
|