#version 450 layout(location = 0) out vec4 out_color; layout(push_constant) uniform UBO { layout(offset = 80) vec4 color; vec4 dst_bounds; // x, y, x+width, y+height in output coordinates } data; float compute_coverage() { vec4 d = vec4( gl_FragCoord.x - data.dst_bounds.x, gl_FragCoord.y - data.dst_bounds.y, data.dst_bounds.z - gl_FragCoord.x, data.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() { out_color = data.color * compute_coverage(); }