#version 450 // Frame perimeter ring as a signed-distance field: the window rectangle minus // a rounded-rectangle cutout. Antialiasing is analytic via fwidth -> crisp at // any scale, no FBO and no mask textures. layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float widthPx; float heightPx; float cutoutRadius; vec4 cutout; // inner cutout edges in px: x=left y=top z=right w=bottom vec4 surfaceColor; // straight (non-premultiplied) rgba } ubuf; float sdBox(vec2 p, vec2 c, vec2 hs) { vec2 q = abs(p - c) - hs; return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))); } float sdRoundBox(vec2 p, vec2 c, vec2 hs, float r) { r = min(r, min(hs.x, hs.y)); vec2 q = abs(p - c) - hs + r; return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - r; } void main() { vec2 px = qt_TexCoord0 * vec2(ubuf.widthPx, ubuf.heightPx); vec2 sc = vec2(ubuf.widthPx, ubuf.heightPx) * 0.5; float dOuter = sdBox(px, sc, sc); vec2 cutC = vec2((ubuf.cutout.x + ubuf.cutout.z) * 0.5, (ubuf.cutout.y + ubuf.cutout.w) * 0.5); vec2 cutH = vec2((ubuf.cutout.z - ubuf.cutout.x) * 0.5, (ubuf.cutout.w - ubuf.cutout.y) * 0.5); float dCut = sdRoundBox(px, cutC, cutH, ubuf.cutoutRadius); float d = max(dOuter, -dCut); float fw = max(fwidth(d), 1e-4); float cov = 1.0 - smoothstep(-fw, fw, d); float a = ubuf.surfaceColor.a * cov * ubuf.qt_Opacity; fragColor = vec4(ubuf.surfaceColor.rgb * a, a); }