border radius for quads

This commit is contained in:
2023-11-21 06:45:54 +02:00
parent 797f43b08a
commit 6546b075a1
8 changed files with 63 additions and 36 deletions
+2 -2
View File
@@ -1,11 +1,11 @@
#version 330 core
in vec2 TexCoords;
in vec2 v_TexCoords;
out vec4 FragColor;
uniform sampler2D text;
uniform vec4 textColor;
void main() {
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, v_TexCoords).r);
FragColor = textColor * sampled;
}
-11
View File
@@ -1,11 +0,0 @@
#version 330 core
layout (location = 0) in vec4 vertex;
out vec2 TexCoords;
uniform mat4 projection;
uniform mat4 model;
void main() {
gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
TexCoords = vertex.zw;
}
+26 -2
View File
@@ -1,9 +1,33 @@
#version 330 core
in vec2 texCoords;
in vec2 v_TexCoords;
out vec4 FragColor;
uniform vec4 aColor;
uniform float borderRadius;
uniform float uiWidth;
uniform float uiHeight;
const float smoothness = 1.0;
void main() {
FragColor = vec4(aColor);
float alpha = aColor.a;
if (borderRadius > 0.0) {
vec2 dimensions = v_TexCoords * vec2(uiWidth, uiHeight);
float xMax = uiWidth - borderRadius;
float yMax = uiHeight - borderRadius;
if (dimensions.x < borderRadius && dimensions.y < borderRadius) {
alpha *= 1.0 - smoothstep(borderRadius - smoothness, borderRadius + smoothness, length(dimensions - vec2(borderRadius)));
} else if (dimensions.x < borderRadius && dimensions.y > yMax) {
alpha *= 1.0 - smoothstep(borderRadius - smoothness, borderRadius + smoothness, length(dimensions - vec2(borderRadius, yMax)));
} else if (dimensions.x > xMax && dimensions.y < borderRadius) {
alpha *= 1.0 - smoothstep(borderRadius - smoothness, borderRadius + smoothness, length(dimensions - vec2(xMax, borderRadius)));
} else if (dimensions.x > xMax && dimensions.y > yMax) {
alpha *= 1.0 - smoothstep(borderRadius - smoothness, borderRadius + smoothness, length(dimensions - vec2(xMax, yMax)));
}
}
FragColor = vec4(aColor.rgb, alpha);
}
+5 -5
View File
@@ -1,11 +1,11 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 texCoords;
layout (location = 0) in vec4 vertex;
out vec2 v_TexCoords;
uniform mat4 projection;
uniform mat4 model;
void main() {
gl_Position = projection * vec4(aPos, 1.0f);
texCoords = aTexCoords;
gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
v_TexCoords = vertex.zw;
}