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#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);
}
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