fixed shader that made straigt sides blurry
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@ -17,7 +17,7 @@ float sdf_rr(vec2 p, vec2 half_size, float radius) {
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return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
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return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
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}
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}
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const float smoothness = 1.5;
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const float smoothness = 0.9;
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void main()
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void main()
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{
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{
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@ -25,8 +25,8 @@ void main()
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vec2 half_size = in_quad_size.zw * 0.5;
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vec2 half_size = in_quad_size.zw * 0.5;
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float distance = -sdf_rr(vec2(gl_FragCoord) - centerpoint, half_size, in_radius);
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float distance = -sdf_rr(vec2(gl_FragCoord) - centerpoint, half_size, in_radius);
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float alpha_out = smoothstep(0.0, smoothness, distance);
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float alpha_out = smoothstep(0.0-smoothness, 0.0, distance);
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float alpha_in = 1.0 - smoothstep(thickness, thickness+smoothness, distance);
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float alpha_in = 1.0 - smoothstep(thickness-smoothness, thickness, distance);
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fragColor = vec4(in_color.rgb, in_color.a * alpha_out * alpha_in);
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fragColor = vec4(in_color.rgb, in_color.a * alpha_out * alpha_in);
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}
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}
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