#ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif varying vec4 v_color; varying vec2 v_texcoord; uniform vec4 color; uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates float compute_coverage() { vec4 d = vec4( gl_FragCoord.x - dst_bounds.x, gl_FragCoord.y - dst_bounds.y, dst_bounds.z - gl_FragCoord.x, dst_bounds.w - gl_FragCoord.y ); vec4 cov = clamp(d + 0.5, 0.0, 1.0); return min(min(cov.x, cov.y), min(cov.z, cov.w)); } void main() { gl_FragColor = color * compute_coverage(); }