1 uniform sampler2D sTexture; // sampler1D?
2 uniform lowp vec4 uColor;
3 uniform lowp vec3 mixColor;
4 varying mediump vec2 vTexCoord;
5 varying mediump vec2 vPosition;
6 varying mediump vec2 vRectSize;
7 varying mediump vec2 vOptRectSize;
8 varying mediump vec4 vCornerRadius;
12 gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;
13 if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
17 mediump float radius =
19 mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
20 mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5),
21 sign(vPosition.y) * 0.5 + 0.5
24 mediump vec2 diff = abs(vPosition) - vRectSize + radius;
25 mediump float dist = length(max(diff, vec2(0.0))) - radius;
28 gl_FragColor = vec4(0.0);
32 if(min(diff.x, diff.y) < 0.0)
34 dist += min(diff.x, diff.y) / max(radius, 1.0);
36 gl_FragColor *= 1.0 - smoothstep(-1.0, 1.0, dist);