/** * Draw the icons, leaving a semi-transparent rectangle on top of the icon. * * The top-left corner of the rectangle is rounded and drawned with anti-alias. * The anti-alias is done by transitioning from the outer to the inner radius of * the rounded corner, and the rectangle sides. */ void main() { /* Top-left rounded corner parameters. */ const float circle_radius_outer = 0.1; const float circle_radius_inner = 0.075; /** * Add a bit transparency to see a bit of the icon, without * getting on the way of readability. */ const float mask_transparency = 0.25; vec2 circle_center = vec2(circle_radius_outer - text_width, 0.5); fragColor = texture(image, texCoord_interp) * color; /* radius in icon space (1 is the icon width). */ float radius = length(mask_coord_interp - circle_center); float mask = smoothstep(circle_radius_inner, circle_radius_outer, radius); bool lower_half = mask_coord_interp.y < circle_center.y; bool right_half = mask_coord_interp.x > circle_center.x; if (right_half && mask_coord_interp.y < circle_center.y + circle_radius_outer) { mask = smoothstep(circle_center.y + circle_radius_inner, circle_center.y + circle_radius_outer, mask_coord_interp.y); } if (lower_half && mask_coord_interp.x > circle_center.x - circle_radius_outer) { mask = smoothstep(circle_center.x - circle_radius_inner, circle_center.x - circle_radius_outer, mask_coord_interp.x); } fragColor = mix(vec4(0.0), fragColor, max(mask_transparency, mask)); }