Created
July 19, 2023 13:08
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Create border-radius like CSS in Shader
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precision highp float; | |
uniform float u_alpha; | |
uniform sampler2D t_map; | |
varying vec2 v_uv; | |
float fn_border_radius(vec2 position, vec2 half_size, float corner_radius) { | |
position = abs(position) - half_size + corner_radius; | |
return length(max(position, 0.)) + min(max(position.x, position.y), 0.) - corner_radius; | |
} | |
void main() { | |
vec3 color = vec3(0.5); | |
vec2 uv = v_uv; | |
float border_radius = fn_border_radius(uv - vec2(0.5) * vec2(1. / 1.4, 1.), vec2(0.5) * vec2(1. / 1.4, 1.), 0.1); | |
float square = step(0., border_radius); | |
color = texture2D(t_map, uv).rgb; | |
float alpha = (1. - square) * u_alpha; | |
gl_FragColor = vec4(color * alpha, alpha); | |
} |
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