varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec4 color; uniform int fill; uniform float thickness; uniform float antialias; uniform float radius; void main() { float th = thickness == 0.? 0.05 : thickness; float aa = antialias == 0.? 0.05 : antialias; float rr = radius == 0.? 0.5 : radius; float dist = length(v_vTexcoord - .5) / rr - (1. - th - aa); float a; if(fill == 0) { dist = abs(dist); a = smoothstep(th + aa, th, dist); } else if(fill == 1) { a = smoothstep(aa, 0., dist); } vec4 c = mix(vec4(0.), color, a); gl_FragColor = c; }