precision mediump float; uniform float alpha; #if defined(DEBUG_FLAGS) uniform float tint; #endif uniform vec2 size; varying vec2 v_coords; uniform vec3 color; uniform float thickness; uniform float radius; float rounded_box(vec2 center, vec2 size, float radius) { return length(max(abs(center) - size + radius, 0.0)) - radius; } void main() { vec2 center = size / 2.0 - vec2(0.5); vec2 location = v_coords * size; vec4 mix_color; float distance = rounded_box(location - center, size / 2.0 - vec2(thickness / 2.0), radius); float smoothedAlpha = 1.0 - smoothstep(0.0, 2.0, abs(distance) - (thickness / 2.0)); mix_color = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(color, alpha), smoothedAlpha); #if defined(DEBUG_FLAGS) if (tint == 1.0) mix_color = vec4(0.0, 0.3, 0.0, 0.2) + mix_color * 0.8; #endif gl_FragColor = mix_color; }