diff --git a/Engine/source/gui/shaderEditor/guiShaderNode.cpp b/Engine/source/gui/shaderEditor/guiShaderNode.cpp index fb3e377e4..65dea429d 100644 --- a/Engine/source/gui/shaderEditor/guiShaderNode.cpp +++ b/Engine/source/gui/shaderEditor/guiShaderNode.cpp @@ -104,7 +104,7 @@ void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S3 if (mSelected) border = mProfile->mBorderColorSEL; - drawer->drawRoundedRect(15.0f, winRect, mProfile->mFillColor, 3.0f, border); + drawer->drawRoundedRect(15.0f, winRect, mProfile->mFillColor, 5.0f, border); // draw header ColorI header(50, 50, 50, 128); diff --git a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/roundedRectangleP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/roundedRectangleP.hlsl index a7277e400..dea3e6bee 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/roundedRectangleP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/fixedFunction/roundedRectangleP.hlsl @@ -85,18 +85,18 @@ float4 main(Conn IN) : TORQUE_TARGET0 // } toColor = IN.color; - } - sdf = abs(sdf) - halfBorder; + } + sdf = abs(sdf) / borderSize; } else{ fromColor = IN.color; - } + } float alpha = smoothstep(-1.0, 1.0, sdf); return lerp(fromColor, toColor, alpha); } else - { + { return IN.color; } } \ No newline at end of file