// VERTEX_SHADER: uniform vec4 u_color; _OUT_ vec4 final_color; void main() { gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0); final_color = u_color; final_color.rgb *= final_color.a; // pre-multiply final_color *= u_alpha; } // FRAGMENT_SHADER: uniform vec4 u_widths; uniform vec4[3] u_outline_rect; _IN_ vec4 final_color; void main() { vec4 f = gl_FragCoord; f.x += u_viewport.x; f.y = (u_viewport.y + u_viewport.w) - f.y; RoundedRect outside = create_rect(u_outline_rect); RoundedRect inside = rounded_rect_shrink (outside, u_widths); float alpha = clamp (rounded_rect_coverage (outside, f.xy) - rounded_rect_coverage (inside, f.xy), 0.0, 1.0); setOutputColor(final_color * alpha); }