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