uniform sampler2D sTexture; // sampler1D? uniform lowp vec4 uColor; uniform lowp vec3 mixColor; varying mediump vec2 vTexCoord; varying mediump vec2 vPosition; varying mediump vec2 vRectSize; varying mediump vec2 vOptRectSize; varying mediump vec4 vCornerRadius; void main() { gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor; if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y) { return; } mediump float radius = mix( mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5), mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5), sign(vPosition.y) * 0.5 + 0.5 ); mediump vec2 diff = abs(vPosition) - vRectSize + radius; mediump float dist = length(max(diff, vec2(0.0))) - radius; 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) / max(radius, 1.0); } gl_FragColor *= 1.0 - smoothstep(-1.0, 1.0, dist); } }