shader_type canvas_item; #include "res://assets/shaders/rounded_border.gdshaderinc" uniform vec2 rect_size = vec2(270.0, 108.0); uniform vec4 corner_radius = vec4(20.0, 20.0, 20.0, 20.0); // top-right, bottom-right, top-left, bottom-left uniform float border_width : hint_range(0.0, 50.0) = 3.0; uniform vec4 border_color : source_color = vec4(0.06666667, 0.13333334, 0.1882353, 1.0); void fragment() { vec4 tex_color = texture(TEXTURE, UV) * COLOR; COLOR = apply_rounded_border(tex_color, UV, rect_size, corner_radius, border_width, border_color); }