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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 = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - 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);
}
}
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