1 INPUT mediump vec2 vPosition;
2 INPUT mediump vec2 vRectSize;
3 INPUT mediump float vCornerRadius;
5 uniform lowp vec4 uColor;
6 uniform lowp vec3 mixColor;
10 OUT_COLOR = vec4(mixColor, 1.0) * uColor;
11 mediump vec2 diff = abs( vPosition ) - vRectSize;
12 mediump float dist = length( max( diff, vec2( 0.0 ) ) ) - vCornerRadius;
17 else if( dist > -1.0 )
19 if( min( diff.x, diff.y ) < 0.0)
21 dist += min( diff.x, diff.y ) / vCornerRadius;
23 OUT_COLOR.a *= 1.0 - smoothstep( -1.0, 1.0, dist );