#version 450 #include "clip.frag.glsl" #include "rounded-rect.glsl" layout(location = 0) in vec2 inPos; layout(location = 1) in vec4 inColor; layout(location = 2) in RoundedRect inRect; layout(location = 5) in vec4 inBorderWidths; layout(location = 0) out vec4 color; void main() { RoundedRect routside = inRect; 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 = clip_scaled (inPos, vec4(inColor.rgb * inColor.a, inColor.a) * alpha); }