I'm programing a GUI library in openGL and decided to add rounded corners because I feel like it gives a much more professional look to the units. I've implemented the common
length(max(abs(p) - b, 0.0)) - radius
method and it almost works perfectly except for the fact tat the corners seems as though they are stretched:
My fragment shader:
in vec2 passTexCoords;
uniform vec4 color;
uniform int width;
uniform int height;
uniform int radius;
void main() {
fragment = color;
vec2 pos = (abs(passTexCoords - 0.5) + 0.5) * vec2(width, height);
float alpha = 1.0 - clamp(length(max(pos - (vec2(width, height) - radius), 0.0)) - radius, 0.0, 1.0);
fragment.a = alpha;
}
The stretching does make sense to me but when I replace with
vec2 pos = (abs(passTexCoords - 0.5) + 0.5) * vec2(width, height) * vec2(scaleX, scaleY);
and
float alpha = 1.0 - clamp(length(max(pos - (vec2(width, height) * vec2(scaleX, scaleY) - radius), 0.0)) - radius, 0.0, 1.0);
(where scaleX and scaleY are scalars between 0.0 and 1.0 that represent the width and height of the rectangle relative to the screen) the rectangle almost completely disappears:

