#version 300 es #extension GL_ARB_shading_language_include : enable precision highp float; in vec2 v_texcoord; uniform vec2 fullSizeUntransformed; uniform float radiusOuter; uniform float thick; // Gradients are in OkLabA!!!! {l, a, b, alpha} uniform vec4 gradient[10]; uniform vec4 gradient2[10]; uniform int gradientLength; uniform int gradient2Length; uniform float angle; uniform float angle2; uniform float gradientLerp; uniform float alpha; #include "rounding.glsl" #include "CM.glsl" #include "border.glsl" layout(location = 0) out vec4 fragColor; void main() { highp vec2 pixCoord = vec2(gl_FragCoord); highp vec2 pixCoordOuter = pixCoord; highp vec2 originalPixCoord = v_texcoord; originalPixCoord *= fullSizeUntransformed; float additionalAlpha = 1.0; vec4 pixColor = vec4(1.0, 1.0, 1.0, 1.0); bool done = false; pixCoord -= topLeft + fullSize * 0.5; pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0; pixCoordOuter = pixCoord; pixCoord -= fullSize * 0.5 - radius; pixCoordOuter -= fullSize * 0.5 - radiusOuter; // center the pixes don't make it top-left pixCoord += vec2(1.0, 1.0) / fullSize; pixCoordOuter += vec2(1.0, 1.0) / fullSize; if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) { float dist = pow(pow(pixCoord.x,roundingPower)+pow(pixCoord.y,roundingPower),1.0/roundingPower); float distOuter = pow(pow(pixCoordOuter.x,roundingPower)+pow(pixCoordOuter.y,roundingPower),1.0/roundingPower); float h = (thick / 2.0); if (dist < radius - h) { // lower float normalized = smoothstep(0.0, 1.0, (dist - radius + thick + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0)); additionalAlpha *= normalized; done = true; } else if (min(pixCoordOuter.x, pixCoordOuter.y) > 0.0) { // higher float normalized = 1.0 - smoothstep(0.0, 1.0, (distOuter - radiusOuter + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0)); additionalAlpha *= normalized; done = true; } else if (distOuter < radiusOuter - h) { additionalAlpha = 1.0; done = true; } } // now check for other shit if (!done) { // distance to all straight bb borders float distanceT = originalPixCoord[1]; float distanceB = fullSizeUntransformed[1] - originalPixCoord[1]; float distanceL = originalPixCoord[0]; float distanceR = fullSizeUntransformed[0] - originalPixCoord[0]; // get the smallest float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR)); if (smallest > thick) discard; } if (additionalAlpha == 0.0) discard; pixColor = getColorForCoord(v_texcoord); pixColor.rgb *= pixColor[3]; pixColor *= alpha * additionalAlpha; fragColor = pixColor; }