1 INPUT mediump vec2 vTexCoord;
2 INPUT mediump vec2 vPosition;
3 INPUT mediump vec2 vRectSize;
4 INPUT mediump float vCornerRadius;
6 uniform sampler2D sTexture;
7 uniform lowp vec4 uColor;
8 uniform lowp vec3 mixColor;
9 uniform lowp float preMultipliedAlpha;
13 mediump vec2 diff = abs( vPosition ) - vRectSize;
14 mediump float dist = length( max( diff, vec2( 0.0 ) ) ) - vCornerRadius;
15 mediump float opacity = 1.0;
20 else if( dist > -1.0 )
22 if( min( diff.x, diff.y ) < 0.0 )
24 dist += min( diff.x, diff.y ) / vCornerRadius;
26 opacity = 1.0 - smoothstep( -1.0, 1.0, dist );
29 OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );
30 OUT_COLOR.a *= opacity;
31 OUT_COLOR.rgb *= mix( 1.0, opacity, preMultipliedAlpha );