1 INPUT mediump vec2 vPosition;
2 INPUT mediump vec2 vRectSize;
4 uniform lowp vec4 uColor;
5 uniform lowp vec3 mixColor;
6 uniform mediump float blurRadius;
10 mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );
11 OUT_COLOR = vec4(mixColor, 1.0) * uColor;
12 OUT_COLOR.a *= blur.x * blur.y;