Created
February 14, 2021 20:30
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Godot Engine (GLSL) Border Radius Shader
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shader_type canvas_item; | |
uniform float radius: hint_range(0., 1.) = 1; | |
uniform bool animate = false; | |
uniform float square_scale: hint_range(0., 1.) = 0.1; | |
void fragment() { | |
float sc = square_scale + square_scale/2.; | |
float r = square_scale + (1. - radius) * (square_scale/2.); | |
float scax = 1. - square_scale; | |
float dx; | |
float dy; | |
float d; | |
float a; | |
COLOR = texture(TEXTURE, UV); | |
if (UV.x < square_scale && UV.y > scax) { | |
dx = square_scale - UV.x; | |
dy = scax - UV.y; | |
d = sqrt(pow(dx, 2.) + pow(dy, 2.)); | |
a = asin(d); | |
if (a > r) { | |
if (!animate) { | |
COLOR.a = 0.; | |
} else if (a > sc * sin(3.14 * fract(TIME))) { | |
COLOR.a = 0.; | |
} | |
} | |
} | |
if (UV.x < square_scale && UV.y < square_scale) { | |
dx = square_scale - UV.x; | |
dy = square_scale - UV.y; | |
d = sqrt(pow(dx, 2.) + pow(dy, 2.)); | |
a = asin(d); | |
if (a > r) { | |
if (!animate) { | |
COLOR.a = 0.; | |
} else if (a > sc * sin(3.14 * fract(TIME))) { | |
COLOR.a = 0.; | |
} | |
} | |
} | |
if (UV.x > scax && UV.y < square_scale) { | |
dx = scax - UV.x; | |
dy = square_scale - UV.y; | |
d = sqrt(pow(dx, 2.) + pow(dy, 2.)); | |
a = asin(d); | |
if (a > r) { | |
if (!animate) { | |
COLOR.a = 0.; | |
} else if (a > sc * sin(3.14 * fract(TIME))) { | |
COLOR.a = 0.; | |
} | |
} | |
} | |
if (UV.x > scax && UV.y > scax) { | |
dx = scax - UV.x; | |
dy = scax - UV.y; | |
d = sqrt(pow(dx, 2.) + pow(dy, 2.)); | |
a = asin(d); | |
if (a > r) { | |
if (!animate) { | |
COLOR.a = 0.; | |
} else if (a > sc * sin(3.14 * fract(TIME))) { | |
COLOR.a = 0.; | |
} | |
} | |
} | |
} |
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