#version 120 uniform float radius; uniform vec2 halfSize; uniform vec2 centerPos; uniform float smoothness; varying vec4 color; vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } float roundedBoxSDF(vec2 CenterPosition, vec2 Size, float Radius) { return length(max(abs(CenterPosition)-Size+Radius,0.0))-Radius; } void main() { float distance = roundedBoxSDF(gl_FragCoord.xy - centerPos, halfSize, radius); float smoothedAlpha = smoothstep(-smoothness,0.0, -distance); gl_FragColor = vec4(hsv2rgb(color.rgb), color.a) * vec4(1.0, 1.0, 1.0, smoothedAlpha); }