precision mediump float; varying vec2 v_texcoord; uniform vec2 half_size; uniform vec2 position; uniform float radius; void main() { vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius; float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius; float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist); gl_FragColor = mix(vec4(0.0), vec4(1.0), smoothedAlpha); if (gl_FragColor.a == 0.0) { discard; } }