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borders are now gangsta
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@@ -21,8 +21,53 @@ precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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void main() {
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gl_FragColor = v_color;
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if (radius == 0.0) {
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gl_FragColor = v_color;
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return;
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}
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vec2 pixCoord = fullSize * v_texcoord;
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if (pixCoord[0] < topLeft[0]) {
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// we're close left
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if (pixCoord[1] < topLeft[1]) {
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// top
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if (distance(topLeft, pixCoord) > radius) {
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discard;
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return;
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
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discard;
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return;
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}
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}
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}
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else if (pixCoord[0] > bottomRight[0]) {
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// we're close right
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if (pixCoord[1] < topLeft[1]) {
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// top
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
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discard;
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return;
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (distance(bottomRight, pixCoord) > radius) {
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discard;
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return;
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}
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}
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}
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gl_FragColor = v_color;
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})#";
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inline const std::string TEXVERTSRC = R"#(
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