#version 120 uniform highp vec4 color_mdl; uniform highp vec2 sliceFrameWidth; varying highp vec3 pos; void main() { highp vec2 absPos = min(vec2(1.0, 1.0), abs(pos.xy)); if (absPos.x > sliceFrameWidth.x || absPos.y > sliceFrameWidth.y) gl_FragColor = color_mdl; else discard; }