#ifndef ROUNDING_GLSL #define ROUNDING_GLSL // smoothing constant for the edge: more = blurrier, but smoother #define M_PI 3.1415926535897932384626433832795 #define SMOOTHING_CONSTANT (M_PI / 5.34665792551) float distanceWithRounding(vec2 coords, float roundingPower) { return pow(pow(coords.x, roundingPower) + pow(coords.y, roundingPower), 1.0 / roundingPower); } vec4 rounding(vec4 color, float radius, float roundingPower, vec2 topLeft, vec2 fullSize) { vec2 pixCoord = vec2(gl_FragCoord); pixCoord -= topLeft + fullSize * 0.5; pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0; pixCoord -= fullSize * 0.5 - radius; pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix don't make it top-left if (pixCoord.x + pixCoord.y > radius) { float dist = distanceWithRounding(pixCoord, roundingPower); if (dist > radius + SMOOTHING_CONSTANT) discard; float normalized = 1.0 - smoothstep(0.0, 1.0, (dist - radius + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0)); color *= normalized; } return color; } #endif