// VERTEX_SHADER: uniform vec4 u_color; uniform vec4[3] u_outline_rect; _OUT_ vec4 final_color; _OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outline; void main() { gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0); vUv = vec2(aUv.x, aUv.y); final_color = gsk_premultiply(u_color) * u_alpha; GskRoundedRect outline = gsk_create_rect(u_outline_rect); gsk_rounded_rect_transform(outline, u_modelview); gsk_rounded_rect_encode(outline, transformed_outline); } // FRAGMENT_SHADER: _IN_ vec4 final_color; _IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outline; void main() { vec2 frag = gsk_get_frag_coord(); float alpha = GskTexture(u_source, vUv).a; alpha *= (1.0 - clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outline), frag), 0.0, 1.0)); vec4 color = final_color * alpha; gskSetOutputColor(color); }