#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 #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif 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); } }