rounded_rectangle_mask.glsl 538 B

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  1. uniform sampler2D texture;
  2. uniform float radius;
  3. uniform vec2 resolution;
  4. float rounded_rect(vec2 coord, vec2 size, float r) {
  5. return length(max(abs(coord) - size+r, 0.0)) - r;
  6. }
  7. void main() {
  8. vec2 uv = gl_TexCoord[0].xy * resolution;
  9. vec2 center = resolution * 0.5;
  10. vec2 size = resolution * 0.5;
  11. vec4 texture_color = texture2D(texture, gl_TexCoord[0].xy);
  12. float a = clamp(1.0 - smoothstep(0.0, 1.0, rounded_rect(uv - center, size, radius)), 0.0, 1.0);
  13. texture_color.a *= a;
  14. gl_FragColor = texture_color;
  15. }