#version 420 core #include "rounded-rect.glsl" layout(location = 0) in vec2 inPos; layout(location = 1) in flat vec4 inColor; layout(location = 2) in flat vec4 inRect; layout(location = 3) in flat vec4 inCornerWidths; layout(location = 4) in flat vec4 inCornerHeights; layout(location = 5) in flat vec4 inBorderWidths; layout(location = 0) out vec4 color; void main() { RoundedRect routside = RoundedRect (vec4(inRect.xy, inRect.xy + inRect.zw), inCornerWidths, inCornerHeights); RoundedRect rinside = rounded_rect_shrink (routside, inBorderWidths); float alpha = clamp (rounded_rect_coverage (routside, inPos) - rounded_rect_coverage (rinside, inPos), 0.0, 1.0); color = inColor * alpha; }