#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 half_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 return texture2D(tex, v_texcoord); #elif SOURCE == SOURCE_TEXTURE_RGBX return vec4(texture2D(tex, v_texcoord).rgb, 1.0); #endif } float roundRectSDF() { vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius; return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius; } void main() { gl_FragColor = mix(sample_texture(), dim_color, dim) * alpha; if (discard_transparent && gl_FragColor.a == 0.0) { discard; return; } if (!has_titlebar || gl_FragCoord.y - position.y > radius) { float alpha = smoothstep(-1.0, 1.0, roundRectSDF()); gl_FragColor = mix(gl_FragColor, vec4(0.0), alpha); } }