2#import bevy_ui::ui_vertex_output::UiVertexOutput 4@group(1) @binding(0) var<uniform> color: vec4<f32>; 5@group(1) @binding(1) var<uniform> slider: vec4<f32>; 6@group(1) @binding(2) var material_color_texture: texture_2d<f32>; 7@group(1) @binding(3) var material_color_sampler: sampler; 8@group(1) @binding(4) var<uniform> border_color: vec4<f32>; 12fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> { 13 let output_color = textureSample(material_color_texture, material_color_sampler, in.uv) * color; 16 let half_size = 0.5 * in.size; 19 let p = in.uv * in.size - half_size; 23 select(in.border_widths.x, in.border_widths.z, 0. < p.x), 24 select(in.border_widths.y, in.border_widths.w, 0. < p.y) 28 let rs = select(in.border_radius.xy, in.border_radius.wz, 0.0 < p.y); 29 let radius = select(rs.x, rs.y, 0.0 < p.x); 32 let d = half_size - abs(p); 37 if d.x < b.x || d.y < b.y { 39 let rs = select(in.border_radius.xy, in.border_radius.wz, 0.0 < p.y); 40 let radius = select(rs.x, rs.y, 0.0 < p.x); 44 if radius < min(max(q.x, q.y), 0.0) + length(vec2(max(q.x, 0.0), max(q.y, 0.0))) { 53 if in.uv.x < slider.x { 54 let output_color = textureSample(material_color_texture, material_color_sampler, in.uv) * color;