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 float vCornerRadius;
11 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;
12 gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;
13 gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );