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20
shaders/rect.fsh
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20
shaders/rect.fsh
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out vec4 FragColor;
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in vec2 tex_coord;
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uniform vec2 size;
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uniform sampler2D tex;
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uniform bool use_tex;
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uniform float border;
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uniform vec4 fill_t;
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uniform vec4 fill_b;
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uniform vec4 border_t;
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uniform vec4 border_b;
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void main() {
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vec2 tex_pos = tex_coord * size;
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if(tex_pos.x < border || tex_pos.x > (size.x - border) || tex_pos.y < border || tex_pos.y > (size.y - border))
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FragColor = mix(border_t, border_b, tex_coord.y);
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else
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FragColor = (use_tex ? texture(tex, (tex_coord - (border / size)) * (size / (size - (border * 2.0)))) : vec4(1.0)) * mix(fill_t, fill_b, tex_coord.y);
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}
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