From 847229b4802d21db2262d6360a6efb5d00e2fd9d Mon Sep 17 00:00:00 2001
From: StarArawn <toasterthegamer@gmail.com>
Date: Sat, 22 Jan 2022 10:57:00 -0500
Subject: [PATCH] Fixed up some shader code.

---
 bevy_kayak_ui/src/render/unified/shader.wgsl | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/bevy_kayak_ui/src/render/unified/shader.wgsl b/bevy_kayak_ui/src/render/unified/shader.wgsl
index 6195f7a..f1aad19 100644
--- a/bevy_kayak_ui/src/render/unified/shader.wgsl
+++ b/bevy_kayak_ui/src/render/unified/shader.wgsl
@@ -60,10 +60,10 @@ fn sdRoundBox(p: vec2<f32>, b: vec2<f32>, r: f32) -> f32
 [[stage(fragment)]]
 fn fragment(in: VertexOutput) -> [[location(0)]] vec4<f32> {
     if (quad_type.t == 0) {
-        var border = 10.0;
         var size = in.size;
         var pos = in.pos.xy * 2.0;
-        var bs = min(in.border_radius * 2.0, min(in.size.x, in.size.y));
+        // Lock border to max size. This is similar to how HTML/CSS handles border radius.
+        var bs = min(in.border_radius * 2.0, min(size.x, size.y));
         var rect_dist = sdRoundBox(
             pos - size,
             size,
-- 
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