#version 120 uniform float scaleFactor; uniform float radius; uniform float smoothness; uniform vec2 halfSize; uniform vec2 centerPos; uniform sampler2D outTexture; varying vec2 outTextureCoords; varying vec4 outColor; // From https://www.shadertoy.com/view/WtdSDs float roundedRectSDF(vec2 center, vec2 halfSize, float radius) { return length(max(abs(center) - halfSize + radius, 0.0)) - radius; } void main() { float xScale = gl_ModelViewMatrix[0][0]; float yScale = gl_ModelViewMatrix[1][1]; float xTranslation = gl_ModelViewMatrix[3][0]; float yTranslation = gl_ModelViewMatrix[3][1]; vec2 newHalfSize = vec2(halfSize.x * xScale, halfSize.y * yScale); float newCenterPosY = centerPos.y; if (yScale > 1.0) { newCenterPosY = centerPos.y - (halfSize.y * (yScale - 1)); } vec2 newCenterPos = vec2((centerPos.x * xScale) + (xTranslation * scaleFactor), newCenterPosY - (yTranslation * scaleFactor)); float distance = roundedRectSDF(gl_FragCoord.xy - newCenterPos, newHalfSize, radius); float smoothed = 1.0 - smoothstep(0.0, smoothness, distance); gl_FragColor = (texture2D(outTexture, outTextureCoords) * outColor) * vec4(1.0, 1.0, 1.0, smoothed); }