uniform float left; uniform float top; uniform float right; uniform float bottom; uniform float feather; uniform bool invert; uniform vec2 resolution; uniform mediump float amount_val; vec4 process(vec4 col) { float alpha = 1.0; if (feather == 0.0) { if (v_texcoord.x < (left*0.01) || v_texcoord.y < (top*0.01) || v_texcoord.x > (1.0-(right*0.01)) || v_texcoord.y > (1.0-(bottom*0.01))) { alpha = 0.0; } } else { float f = pow(2.0, 10.0-(feather*0.25)); if (left > 0.0) { alpha *= clamp(((resolution.x*v_texcoord.x+(0.5/f))-(left*0.01*resolution.x))*f, 0.0, 1.0); // left } if (top > 0.0) { alpha *= clamp(((resolution.y*v_texcoord.y+(0.5/f))-(top*0.01*resolution.y))*f, 0.0, 1.0); // top } if (right > 0.0) { alpha *= clamp(((resolution.x*(1.0-v_texcoord.x)+(0.5/f))-(right*0.01*resolution.x))*f, 0.0, 1.0); // right } if (bottom > 0.0) { alpha *= clamp(((resolution.y*(1.0-v_texcoord.y)+(0.5/f))-(bottom*0.01*resolution.y))*f, 0.0, 1.0); // bottom } } if (invert) { return col * (1.0-alpha); } else { return col * alpha; } }