#version 300 es
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec4 v_color;
#include "rounding.glsl"
layout(location = 0) out vec4 fragColor;
void main() {
vec4 pixColor = v_color;
if (radius > 0.0)
pixColor = rounding(pixColor);
fragColor = pixColor;
}