void main()
{
- mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;
gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;
- gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );
+ mediump vec2 diff = abs( vPosition ) - vRectSize;
+ mediump float dist = length( max( diff, vec2( 0.0 ) ) ) - vCornerRadius;
+ if( dist > 1.0 )
+ {
+ gl_FragColor = vec4( 0.0 );
+ }
+ else if( dist > -1.0 )
+ {
+ if( min( diff.x, diff.y ) < 0.0 )
+ {
+ dist += min( diff.x, diff.y ) / vCornerRadius;
+ }
+ gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );
+ }
}