// This method returns a mask which smoothly transitions towards zero when approaching // the window's borders. There is a variant which takes the transition area width in // pixels and one which takes this as a percentage. float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) { float mask = 1.0; mask *= smoothstep(0, 1, clamp(uv.x / fadeWidth, 0, 1)); mask *= smoothstep(0, 1, clamp(uv.y / fadeWidth, 0, 1)); mask *= smoothstep(0, 1, clamp((maxUV.x - uv.x) / fadeWidth, 0, 1)); mask *= smoothstep(0, 1, clamp((maxUV.y - uv.y) / fadeWidth, 0, 1)); return mask; } float getAbsoluteEdgeMask(float fadePixels) { vec2 uv = cogl_tex_coord_in[0].st * uSize; return getEdgeMask(uv, uSize, fadePixels); } float getRelativeEdgeMask(float fadeAmount) { vec2 uv = cogl_tex_coord_in[0].st; return getEdgeMask(uv, vec2(1.0), fadeAmount); }