precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; uniform float alpha; uniform vec2 size; uniform vec2 position; uniform float radius; void main() { gl_FragColor = texture2D(tex, v_texcoord) * alpha; vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy); if (max(corner_distance.x, corner_distance.y) < radius) { float d = radius - distance(corner_distance, vec2(radius)); float smooth = smoothstep(-1.0f, 0.5f, d); gl_FragColor = mix(vec4(0), gl_FragColor, smooth); } }