#version 450 layout(location = 0) in vec4 v_Color; layout(location = 1) in vec2 v_Pos; layout(location = 2) in vec2 v_Scale; layout(location = 3) in flat uint v_BorderRadius; layout(location = 0) out vec4 o_Color; float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius, float s) { vec2 inner_size = size - vec2(radius, radius) * 2.0; vec2 top_left = position + vec2(radius, radius); vec2 bottom_right = top_left + inner_size; vec2 top_left_distance = top_left - frag_coord; vec2 bottom_right_distance = frag_coord - bottom_right; vec2 distance = vec2( max(max(top_left_distance.x, bottom_right_distance.x), 0), max(max(top_left_distance.y, bottom_right_distance.y), 0) ); float d = sqrt(distance.x * distance.x + distance.y * distance.y); return 1.0 - smoothstep(radius - s, radius + s, d); } void main() { float radius_alpha = 1.0; if(v_BorderRadius > 0.0) { radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 0.5); } o_Color = vec4(v_Color.xyz, v_Color.w * radius_alpha); }