const CROP: &str = r#"
void main() {
vec2 uv = gl_FragCoord.xy / u_res;
vec4 src = texture(tex, uv);
vec2 q = uv * u_res;
float x0 = clamp(p0, 0.0, 0.5) * u_res.x;
float x1 = u_res.x - clamp(p1, 0.0, 0.5) * u_res.x;
float y0 = clamp(p2, 0.0, 0.5) * u_res.y;
float y1 = u_res.y - clamp(p3, 0.0, 0.5) * u_res.y;
float d = min(min(q.x - x0, x1 - q.x), min(q.y - y0, y1 - q.y));
float fe = clamp(p4, 0.0, 0.5) * min(u_res.x, u_res.y);
float a = d <= 0.0 ? 0.0 : (fe > 0.0 ? min(d / fe, 1.0) : 1.0);
vec4 res = vec4(src.rgb, src.a * a);
float m = u_has_mask > 0.5 ? texture(u_mask, uv).r : 1.0;
out_color = mix(src, res, m);
}
"#;Expand description
Left/Right/Top/Bottom fractions cut away (alpha 0) with a p4 feather.