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bluflame/hgplus/ShaderMinifier/tests/real/extatique/blitsquare.fs
2026-04-18 22:31:51 +02:00

18 lines
434 B
GLSL

uniform sampler2D tex;
uniform vec2 size;
uniform float border;
void main()
{
vec2 p = gl_TexCoord[0].xy;
vec2 realP = p * size;
float alphaX = smoothstep(0.0, border, realP.x) - smoothstep(size.x - border, size.x, realP.x);
float alphaY = smoothstep(0.0, border, realP.y) - smoothstep(size.y - border, size.y, realP.y);
float alpha = alphaX * alphaY;
gl_FragColor = vec4(gl_Color.rgb, alpha) * texture2D(tex, p);
}