INPUT mediump vec2 vPosition; INPUT mediump vec2 vRectSize; INPUT mediump float vCornerRadius; uniform lowp vec4 uColor; uniform lowp vec3 mixColor; uniform mediump float blurRadius; void main() { OUT_COLOR = vec4(mixColor, 1.0) * uColor; mediump vec2 v = abs(vPosition) - vRectSize; mediump float cy = vCornerRadius + blurRadius; mediump float cr = vCornerRadius + blurRadius; cy = min(cy, min(vRectSize.x, vRectSize.y)); v = vec2(min(v.x, v.y), max(v.x, v.y)); v = v + cy; mediump float blur = 1.0; mediump float potential = 0.0; mediump float alias = min(vCornerRadius, 1.0); mediump float potentialMin = cy + vCornerRadius - blurRadius - alias; mediump float potentialMax = cy + vCornerRadius + blurRadius + alias; // move center of circles for reduce defact mediump float cyDiff = min(cy, 0.2 * blurRadius); cy -= cyDiff; cr += cyDiff; mediump float diffFromBaseline = cy * v.y - (cy + cr) * v.x; if(diffFromBaseline > 0.0) { // out of calculation bound. potential = v.y; // for anti-alias when blurRaidus = 0.0 mediump float heuristicBaselineScale = max(1.0 , cr * (cr + cy)); mediump float potentialDiff = min(alias, diffFromBaseline / heuristicBaselineScale); potentialMin += potentialDiff; potentialMax -= potentialDiff; } else { // get some circle centered (x, x) and radius (r = cr / cy * x) // s.t. point v is on that circle // highest point of that circle is (x, x + r) and potential is x + r // solve (v.x - x)^2 + (v.y - x)^2 = (cr / cy * x)^2 mediump float A = (cr * cr - 2.0 * cy * cy); mediump float B = cy * (v.x + v.y); mediump float V = dot(v,v); mediump float D = B * B + A * V; potential = V * (cr + cy) / (sqrt(D) + B); } blur = 1.0 - smoothstep(potentialMin, potentialMax, potential); OUT_COLOR.a *= blur; }