precision mediump float; varying vec4 v_color; varying vec2 v_texcoord; uniform vec2 size; uniform vec2 position; uniform float radius; void main() { vec2 q = abs(gl_FragCoord.xy - position - size) - size + radius; float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius; float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, distance); gl_FragColor = mix(vec4(0), v_color, smoothedAlpha); }