// VERTEX_SHADER: uniform vec4 u_color; uniform vec4 u_widths; uniform vec4[3] u_outline_rect; _OUT_ vec4 final_color; _OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline; _OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline; 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; RoundedRect outside = create_rect(u_outline_rect); RoundedRect inside = rounded_rect_shrink (outside, u_widths); rounded_rect_transform(outside, u_modelview); rounded_rect_transform(inside, u_modelview); rounded_rect_encode(outside, transformed_outside_outline); rounded_rect_encode(inside, transformed_inside_outline); } // FRAGMENT_SHADER: uniform vec4[3] u_outline_rect; _IN_ vec4 final_color; _IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline; _IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline; void main() { vec2 frag = get_frag_coord(); float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) - rounded_rect_coverage(decode_rect(transformed_inside_outline), frag), 0.0, 1.0); setOutputColor(final_color * alpha); }