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30 lines
966 B
GLSL
30 lines
966 B
GLSL
// smoothing constant for the edge: more = blurrier, but smoother
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#define M_PI 3.1415926535897932384626433832795
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#define SMOOTHING_CONSTANT (M_PI / 5.34665792551)
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uniform float radius;
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uniform float roundingPower;
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uniform vec2 topLeft;
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uniform vec2 fullSize;
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vec4 rounding(vec4 color) {
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vec2 pixCoord = vec2(gl_FragCoord);
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pixCoord -= topLeft + fullSize * 0.5;
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pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
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pixCoord -= fullSize * 0.5 - radius;
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pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
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if (pixCoord.x + pixCoord.y > radius) {
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float dist = pow(pow(pixCoord.x, roundingPower) + pow(pixCoord.y, roundingPower), 1.0/roundingPower);
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if (dist > radius + SMOOTHING_CONSTANT)
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discard;
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float normalized = 1.0 - smoothstep(0.0, 1.0, (dist - radius + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
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color *= normalized;
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}
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return color;
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}
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