Files
wayvr/wlx-overlay-s/src/shaders/color.frag
2025-06-18 01:14:04 +09:00

25 lines
579 B
GLSL

#version 310 es
precision highp float;
layout (location = 0) in vec2 in_uv;
layout (location = 0) out vec4 out_color;
layout (set = 0, binding = 0) uniform ColorBlock {
uniform vec4 in_color;
uniform vec2 corner_radius;
};
void main()
{
out_color.r = corner_radius.r;
out_color = in_color;
vec2 uv_circ = ((1. - corner_radius) - (abs(in_uv + vec2(-0.5)) * 2.))/corner_radius;
float dist = length(uv_circ);
out_color.a = mix(out_color.a, 0.,
float(dist > 1.)
* float(uv_circ.x < 0.)
* float(uv_circ.y < 0.));
}