#ifdef FRAGMENT #version 300 es precision mediump float; precision highp int; uniform highp vec2 TextureSize; uniform highp float CornerRadius; uniform int RayCount; uniform highp vec2 Origin; uniform highp float Rotation; in highp vec4 v_Color; in highp vec2 v_TextureCoordinate; layout(location = 0) out highp vec4 entryPointParam_PS_RoundedCornersSunburst; void main() { highp vec2 _125 = v_TextureCoordinate - Origin; entryPointParam_PS_RoundedCornersSunburst = (v_Color * step(fract((((atan(_125.x, _125.y) + Rotation) + 3.1400001049041748046875) * 0.159235656261444091796875) * float(RayCount)), 0.5)) * (1.0 - smoothstep(0.0, 1.0, length(max((abs(vec2(v_TextureCoordinate.x * TextureSize.x, v_TextureCoordinate.y * TextureSize.y) - (TextureSize * vec2(0.5))) - (TextureSize * vec2(0.5))) + vec2(CornerRadius), vec2(0.0))) - CornerRadius)); } #endif