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 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;
11 OUT_COLOR = vec4(mixColor, 1.0) * uColor;
12 OUT_COLOR.a *= 1.0 - smoothstep( -1.0, 1.0, dist );