Hello everyone. This is more a couple of questions about if something can be done instead of a problem I have. First, I know I can draw simple shapes with the regular drawing functions and weird ones with the primitive functions. I have this situation in which I want to draw a rectangle with a dent in it (as exemplified in the first image). One solution is to draw it as a primtive, or to draw it as the sum of various simple shapes (in the second image I exemplify how I would break it down). So, my questions are: Can this be done with shaders? If yes, would it be better to do it with shaders or with the regular drawing functions I proposed? What about other more advanced gpu functions? (Something like the dynamic rendering masks shown here https://www.yoyogames.com/blog/430/dynamic-rendering-masks) If the dent was half a circle instead of a triangle shape I would replace the triangles with a bunch of lines. Would the same answers apply to this case? Can it be done if instead of being a dent (inwards) it would be a bulge (outwards)? If these things can be done in several ways Which option is better for the end user performance? Which one would be easier to code on a fixed, specific scenario? (A scenario where the end picture will always be the same to the point that I might as well use a sprite). Which one would be easier to code on a dynamic scenario? (A scenario where I can choose and even change mid-game the parameters of the deformation be it size, shape, and/or position) If you have an example or a tutorial with the information I require that would be amazing. But really I just want to know if it is possible and if it would be better so I can start learning about it. Thank you in advance for your time and your replies.