uniform float radius; uniform vec2 resolution; float rounded_rect(vec2 coord, vec2 size, float r) { return length(max(abs(coord) - size, 0.0)) - r; } void main() { vec2 uv = gl_TexCoord[0].xy * resolution; vec2 center = resolution * 0.5; vec2 size = resolution * 0.5; vec4 background_color = vec4(0.0, 0.0, 0.0, 0.0); float a = clamp(rounded_rect(uv - center, size - radius, radius), 0.0, 1.0); gl_FragColor = mix(gl_Color, background_color, a); }