uniform vec4 u_outline; uniform vec4 u_corner_widths;//= vec4(0, 0, 0, 0); uniform vec4 u_corner_heights;// = vec4(0, 0, 0, 0); void main() { vec4 f = gl_FragCoord; f.x += u_viewport.x; f.y = (u_viewport.y + u_viewport.w) - f.y; RoundedRect outline = RoundedRect(vec4(u_outline.xy, u_outline.xy + u_outline.zw), u_corner_widths, u_corner_heights); vec4 color = Texture(u_source, vUv); color = color * (1.0 - clamp(rounded_rect_coverage (outline, f.xy), 0.0, 1.0)); setOutputColor(color * u_alpha); }