shader/rectangle_frag.glsl

Sat, 14 Jun 2025 14:02:16 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 14 Jun 2025 14:02:16 +0200
changeset 151
42960d0c879b
parent 137
shader/sprite_frag.glsl@f8e6e0ae61a8
permissions
-rw-r--r--

adds first basic rectangle shader

partially solves issue #384

layout(location = 0) out vec4 diffuse;
in vec2 uvcoord;

uniform vec4 color;
uniform vec2 size;
#ifndef FILL
uniform float thickness;
#endif

void main(void) {
#ifdef FILL
    diffuse = color;
#else
    if (uvcoord.x < thickness || uvcoord.x >= size.x - thickness || uvcoord.y < thickness || uvcoord.y >= size.y-thickness) {
        diffuse = color;
    } else {
        discard;
    }
#endif
}

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