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 gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;
12 mediump vec2 diff = abs( vPosition ) - vRectSize;
13 mediump float dist = length( max( diff, vec2( 0.0 ) ) ) - vCornerRadius;
16 gl_FragColor = vec4( 0.0 );
18 else if( dist > -1.0 )
20 if( min( diff.x, diff.y ) < 0.0)
22 dist += min( diff.x, diff.y ) / vCornerRadius;
24 gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );