mediump float minSize = min(visualSize.x, visualSize.y);
#endif
vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
vCornerRadius = min(vCornerRadius, minSize * 0.5);
// Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
mediump float minSize = min(visualSize.x, visualSize.y);
#endif
vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
vCornerRadius = min(vCornerRadius, minSize * 0.5);
// Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));