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// 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;
final_color *= u_alpha;
}
// FRAGMENT_SHADER:
uniform float u_spread;
uniform vec2 u_offset;
uniform vec4[3] u_outline_rect;
_IN_ vec4 final_color;
void main() {
vec4 f = gl_FragCoord;
vec4 color;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
RoundedRect inside = create_rect(u_outline_rect);
RoundedRect outside = rounded_rect_shrink(inside, vec4(- u_spread));
color = final_color * clamp (rounded_rect_coverage (outside, f.xy - u_offset) -
rounded_rect_coverage (inside, f.xy),
0.0, 1.0);
setOutputColor(color);
}
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