diff options
Diffstat (limited to 'render/fx_renderer/gles2/shaders/tex.frag')
-rw-r--r-- | render/fx_renderer/gles2/shaders/tex.frag | 18 |
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) { |