Open bradley-mcfadden opened 2 years ago
Rough implementation
uniform vec4 border: hint_color; const float content: hint_range(0, 0.999) = 0.95; void fragment() { vec2 uv_t = UV + vec2(-0.5); float r = length(uv_t); float rstep = step(r, content); vec4 tex = TEXTURE(UV); COLOR = mix(tex, border, (1 - r) * (1 / 1 - content) * rstep; }
Rough implementation