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23 lines
533 B
GLSL
23 lines
533 B
GLSL
#version 440
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QC_INCLUDE "customfrag.glsl"
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float sdRoundRect(vec2 p, vec2 b, float r) {
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vec2 q = abs(p) - b + vec2(r);
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return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
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}
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void main() {
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float keep = 1.0;
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if (data4.x > 0.5) {
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vec2 p = fragCoord - data1.xy;
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float feather = max(data3.y, 0.0001);
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keep = smoothstep(-feather, feather, sdRoundRect(p, data1.zw, data3.x));
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}
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float a = keep * data2.w * globalAlpha * antialiasingAlpha();
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fragColor = vec4(data2.rgb * a, a);
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}
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