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- uniform float radius;
- uniform vec2 resolution;
- float rounded_rect(vec2 coord, vec2 size, float r) {
- return length(max(abs(coord) - size+r, 0.0)) - r;
- }
- void main() {
- vec2 shadow_offset = vec2(20.0, 20.0);
- vec2 uv = gl_TexCoord[0].xy * resolution;
- vec2 center = resolution * 0.5;
- vec2 size = (resolution - shadow_offset * 2.0) * 0.5;
- float rect_dist = rounded_rect(uv - center, size, radius);
- float a = clamp(1.0 - smoothstep(0.0, 1.0, rect_dist), 0.0, 1.0);
- gl_FragColor = vec4(gl_Color.rgb, gl_Color.a * a);
- }
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