#ifdef GL_ES precision mediump float; precision mediump int; #endif // transmit from the vertex shader varying vec2 v_propPos; uniform vec4 EW_background; uniform vec4 EW_foreground; uniform vec4 EW_border; void main(void) { // vec2 circleMode = smoothstep(ratioLow, ratio, positionCenter)*(S_roundedRatio+S_sizePadding); // Calculate the distance of the radius float tmpDist = sqrt(dot(v_propPos,v_propPos)); // Generate the internal rampe for the the imput drawing float tmpVal = smoothstep(0.6, 0.7, tmpDist); // set Background gl_FragColor = mix(EW_foreground, EW_background, tmpVal); // Generate the internal rampe for the the imput drawing float tmpValBorder = 0.7 - abs(tmpDist - 0.7); float tmpBorder = smoothstep(0.5, 0.7, tmpValBorder); // set Border gl_FragColor = mix(gl_FragColor, EW_border, tmpBorder); }