// VERTEX_SHADER:
+uniform vec4 u_color;
+
+_OUT_ vec4 final_color;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
+
+ final_color = u_color;
+ final_color.rgb *= final_color.a; // pre-multiply
+ final_color *= u_alpha;
}
// FRAGMENT_SHADER:
-uniform vec4 u_color;
uniform vec4 u_widths;
uniform vec4[3] u_outline_rect;
+_IN_ vec4 final_color;
+
void main() {
vec4 f = gl_FragCoord;
f.x += u_viewport.x;
rounded_rect_coverage (inside, f.xy),
0.0, 1.0);
- /* Pre-multiply */
- vec4 color = u_color;
- color.rgb *= color.a;
-
- setOutputColor (color * alpha * u_alpha);
+ setOutputColor(final_color * alpha);
}