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#version 110
uniform float u_Radius;
uniform vec4 u_InnerRect;
varying vec2 f_Position;
//out vec4 fragColor;
void main() {
vec2 tl = u_InnerRect.xy - f_Position;
vec2 br = f_Position - u_InnerRect.zw;
vec2 dis = max(br, tl);
float v = length(max(vec2(0.0), dis)) - u_Radius;
float a = 1.0 - smoothstep(0.0, 1.0, v);
gl_FragColor = gl_Color * vec4(1.0, 1.0, 1.0, a);
}
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