varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec4 color; uniform float thickness; uniform float antialias; void main() { float dist = abs(length(v_vTexcoord - .5) * 2. - 0.9); float a; vec4 c = vec4(0.); float th = thickness == 0.? 0.05 : thickness; float aa = antialias == 0.? 0.05 : antialias; a = smoothstep(th + antialias, th, dist); c = mix(c, color, a); gl_FragColor = c; }