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-rw-r--r--render/fx_renderer/gles2/shaders/tex.frag18
1 files changed, 12 insertions, 6 deletions
diff --git a/render/fx_renderer/gles2/shaders/tex.frag b/render/fx_renderer/gles2/shaders/tex.frag
index b7ba3fc..d08c95d 100644
--- a/render/fx_renderer/gles2/shaders/tex.frag
+++ b/render/fx_renderer/gles2/shaders/tex.frag
@@ -29,7 +29,10 @@ uniform float alpha;
uniform vec2 size;
uniform vec2 position;
uniform float radius;
+uniform bool has_titlebar;
uniform bool discard_transparent;
+uniform float dim;
+uniform vec4 dim_color;
vec4 sample_texture() {
#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL
@@ -40,12 +43,15 @@ vec4 sample_texture() {
}
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);
+ gl_FragColor = mix(sample_texture(), dim_color, dim) * alpha;
+
+ if (!has_titlebar || gl_FragCoord.y - position.y > radius) {
+ 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);
+ }
}
if (discard_transparent && gl_FragColor.a == 0.0) {