diff options
Diffstat (limited to 'render/fx_renderer/gles2/shaders/tex.frag')
-rw-r--r-- | render/fx_renderer/gles2/shaders/tex.frag | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/render/fx_renderer/gles2/shaders/tex.frag b/render/fx_renderer/gles2/shaders/tex.frag new file mode 100644 index 0000000..bd3c596 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/tex.frag @@ -0,0 +1,44 @@ +#define SOURCE_TEXTURE_RGBA 1 +#define SOURCE_TEXTURE_RGBX 2 +#define SOURCE_TEXTURE_EXTERNAL 3 + +#if !defined(SOURCE) +#error "Missing shader preamble" +#endif + +#if SOURCE == SOURCE_TEXTURE_EXTERNAL +#extension GL_OES_EGL_image_external : require +#endif + +precision mediump float; + +varying vec2 v_texcoord; + +#if SOURCE == SOURCE_TEXTURE_EXTERNAL +uniform samplerExternalOES tex; +#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX +uniform sampler2D tex; +#endif + +uniform float alpha; +uniform vec2 size; +uniform vec2 position; +uniform float radius; + +vec4 sample_texture() { +#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL + return texture2D(tex, v_texcoord); +#elif SOURCE == SOURCE_TEXTURE_RGBX + return vec4(texture2D(tex, v_texcoord).rgb, 1.0); +#endif +} + +void main() { + gl_FragColor = sample_texture() * alpha; + vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy); + if (max(corner_distance.x, corner_distance.y) < radius) { + float d = radius - distance(corner_distance, vec2(radius)); + float smooth = smoothstep(-1.0, 0.5, d); + gl_FragColor = mix(vec4(0), gl_FragColor, smooth); + } +} |