render 3d to tex
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@@ -9,6 +9,9 @@ in float frag_softness;
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in float frag_border_radius;
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in float frag_border_thickness;
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in vec4 frag_border_color;
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in vec2 uv;
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uniform sampler2D rect_tex;
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float roundedRectSDF(vec2 sample_pos, vec2 rect_center, vec2 rect_half_size, float r) {
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vec2 d2 = (abs(rect_center - sample_pos) - rect_half_size + vec2(r, r));
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@@ -52,6 +55,7 @@ void main() {
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float sdf_factor = 1 - smoothstep(0, 2*frag_softness, dist);
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vec4 out_color = frag_color * texture(rect_tex, uv);
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pixel_color = frag_border_color * sample * sdf_factor * border_factor
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+ frag_color * sample * sdf_factor;
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+ out_color * sample * sdf_factor;
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};
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