       oFragColor = get_fragment_color(distance_from_mix_line, pixels_per_fragment);
       if (vRadii.x > 0.0) {
         oFragColor *= vec4(1.0, 1.0, 1.0, alpha_for_solid_border_corner(local_pos,
-                                                                  vRadii.z,
-                                                                  vRadii.x,
+                                                                  vRadii.zw,
+                                                                  vRadii.xy,
                                                                   pixels_per_fragment));
       }
 

  return 1.0 - smoothstep(0.0, 1.0, distance_from_border);
}

float alpha_for_solid_border_corner(vec2 local_pos,
                                    float inner_radius,
                                    float outer_radius,
                                    float pixels_per_fragment) {
  float distance_from_ref = distance(vRefPoint, local_pos);
  return alpha_for_solid_border(distance_from_ref, inner_radius, outer_radius, pixels_per_fragment);
}

vec4 draw_dotted_edge(vec2 local_pos, vec4 piece_rect, float pixels_per_fragment) {

      oFragColor = get_fragment_color(distanceFromMixLine, pixelsPerFragment);

      if (vRadii.x > 0.0) {
        float alpha = alpha_for_solid_border_corner(localPos, vRadii.zw, vRadii.xy, pixelsPerFragment);
        oFragColor *= vec4(1.0, 1.0, 1.0, alpha);
      }

