diff options
Diffstat (limited to 'shaders/rect.frag')
-rw-r--r-- | shaders/rect.frag | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/shaders/rect.frag b/shaders/rect.frag index c5dedf9..5e3af9d 100644 --- a/shaders/rect.frag +++ b/shaders/rect.frag @@ -10,10 +10,9 @@ specified precisely in pixels to draw sharp lines. The border width is just hardcoded, but could be made a uniform or vertex attribute easily enough. */ -uniform vec2 u_size; -uniform vec4 u_fillColor; - noperspective in vec2 f_uv; +noperspective in vec2 f_size; +noperspective in vec4 f_fillColor; layout(location = 0) out vec4 FragColor; @@ -22,14 +21,14 @@ main() { const float borderWidth = 2.0; - vec4 borderColor = u_fillColor + vec4(0.0, 0.4, 0.4, 0.0); + vec4 borderColor = f_fillColor + vec4(0.0, 0.4, 0.4, 0.0); float t = step(borderWidth, f_uv[1]); - float r = step(borderWidth, u_size.x - f_uv[0]); - float b = step(borderWidth, u_size.y - f_uv[1]); + float r = step(borderWidth, f_size.x - f_uv[0]); + float b = step(borderWidth, f_size.y - f_uv[1]); float l = step(borderWidth, f_uv[0]); float fillMix = t * r * b * l; float borderMix = 1.0 - fillMix; - vec4 fill = fillMix * u_fillColor; + vec4 fill = fillMix * f_fillColor; vec4 border = borderMix * borderColor; FragColor = fill + border; |