// VERTEX_SHADER: uniform vec4 u_color; _OUT_ vec4 final_color; void main() { gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0); vUv = vec2(aUv.x, aUv.y); final_color = u_color; // pre-multiply final_color.rgb *= final_color.a; final_color *= u_alpha; } // FRAGMENT_SHADER: uniform vec4[3] u_outline_rect; _IN_ vec4 final_color; void main() { vec4 f = gl_FragCoord; f.x += u_viewport.x; f.y = (u_viewport.y + u_viewport.w) - f.y; RoundedRect outline = create_rect(u_outline_rect); float alpha = Texture(u_source, vUv).a; alpha *= (1.0 - clamp(rounded_rect_coverage(outline, f.xy), 0.0, 1.0)); vec4 color = final_color * alpha; setOutputColor(color); }