diff options
Diffstat (limited to 'sway/desktop/shaders/corner.frag')
| -rw-r--r-- | sway/desktop/shaders/corner.frag | 36 |
1 files changed, 0 insertions, 36 deletions
diff --git a/sway/desktop/shaders/corner.frag b/sway/desktop/shaders/corner.frag deleted file mode 100644 index 7699299a..00000000 --- a/sway/desktop/shaders/corner.frag +++ /dev/null @@ -1,36 +0,0 @@ -precision mediump float; -varying vec4 v_color; -varying vec2 v_texcoord; - -uniform bool is_top_left; -uniform bool is_top_right; -uniform bool is_bottom_left; -uniform bool is_bottom_right; - -uniform vec2 position; -uniform float radius; -uniform vec2 half_size; -uniform float half_thickness; - -float roundedBoxSDF(vec2 center, vec2 size, float radius) { - return length(max(abs(center) - size + radius, 0.0)) - radius; -} - -void main() { - vec2 center = gl_FragCoord.xy - position - half_size; - float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness); - float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness); - // Create an inner circle that isn't as anti-aliased as the outer ring - float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness); - gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner); - - if (is_top_left && (center.y > 0.0 || center.x > 0.0)) { - discard; - } else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) { - discard; - } else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) { - discard; - } else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) { - discard; - } -} |
