#version 150 uniform vec2 size; uniform vec2 location; uniform vec4 radius; uniform float thickness; uniform float softness; uniform sampler2D InputSampler; uniform vec2 InputResolution; uniform float Quality; uniform vec4 color1; uniform vec4 color2; uniform vec4 color3; uniform vec4 color4; uniform vec4 outlineColor; in vec2 texCoord; out vec4 fragColor; float roundedBoxSDF(vec2 center, vec2 size, vec4 radius) { radius.xy = (center.x > 0.0) ? radius.xy : radius.zw; radius.x = (center.y > 0.0) ? radius.x : radius.y; vec2 q = abs(center) - size + radius.x; return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius.x; } vec4 createGradient(vec2 coords, vec4 color1, vec4 color2, vec4 color3, vec4 color4){ vec4 color = mix(mix(color1, color2, coords.y), mix(color3, color4, coords.y), coords.x); color += mix(0.0019607843, -0.0019607843, fract(sin(dot(coords.xy, vec2(12.9898, 78.233))) * 43758.5453)); return color; } vec4 blur() { #define TAU 6.28318530718 vec4 rectColor = createGradient((gl_FragCoord.xy - location) / size, color1, color2, color3, color4); vec2 Radius = Quality / InputResolution.xy; vec2 uv = gl_FragCoord.xy / InputResolution.xy; vec4 blur = texture(InputSampler, uv); float step = TAU / 16; for (float d = 0.0; d < TAU; d += step) { for (float i = 0.2; i <= 1.0; i += 0.2) { blur += texture(InputSampler, uv + vec2(cos(d), sin(d)) * Radius * i); } } blur /= 60; return vec4((blur * (1 - rectColor.a)).rgb, rectColor.a) + rectColor; } void main() { float distance = roundedBoxSDF(gl_FragCoord.xy - location - (size / 2.0), size / 2.0, radius); float smoothedAlpha = 1.0 - smoothstep(-1.0, thickness > 0. ? 1. : softness + 1., distance); if(smoothedAlpha < 0.49 && thickness > 0.) { float smoothedborderAlpha = (1.0 - smoothstep(-softness, softness, distance)); fragColor = vec4(outlineColor.rgb, smoothedborderAlpha * outlineColor.a); } else { float borderAlpha = 1.0 - smoothstep(thickness - 2.0, thickness, abs(distance)); vec4 blur = blur(); vec4 basicColor = vec4(blur.rgb, blur.a * smoothedAlpha); fragColor = mix(vec4(blur.rgb, 0.), mix(basicColor, thickness > 0. ? outlineColor : basicColor, borderAlpha), smoothedAlpha); } }