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precision mediump float;
varying vec2 v_texcoord;
uniform vec2 half_size;
uniform vec2 position;
uniform float radius;
void main() {
vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius;
float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius;
float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
gl_FragColor = mix(vec4(0.0), vec4(1.0), smoothedAlpha);
if (gl_FragColor.a < 1.0) {
discard;
}
}
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