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