//calculate inside of borderline when outilneColor.a < 1.0
if(borderlineColor.a < 1.0)
{
mediump float tCornerRadius = -gCenterPosition;
mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
//calculate inside of borderline when outilneColor.a < 1.0
if(borderlineColor.a < 1.0)
{
mediump float tCornerRadius = -gCenterPosition;
mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;