uniform float u_spread; uniform vec4 u_color; uniform vec2 u_offset; uniform RoundedRect u_outline_rect; void main() { vec4 f = gl_FragCoord; f.x += u_viewport.x; f.y = (u_viewport.y + u_viewport.w) - f.y; RoundedRect inside = rounded_rect_shrink(u_outline_rect, vec4(u_spread)); vec2 offset = vec2(u_offset.x, - u_offset.y); vec4 color = vec4(u_color.rgb * u_color.a, u_color.a); color = color * clamp (rounded_rect_coverage (u_outline_rect, f.xy) - rounded_rect_coverage (inside, f.xy - offset), 0.0, 1.0); setOutputColor(color * u_alpha); }