Kelsidavis-WoWee/assets/shaders/swim_ripple.frag.glsl

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#version 450
layout(location = 0) in float vAlpha;
layout(location = 0) out vec4 outColor;
void main() {
vec2 p = gl_PointCoord - vec2(0.5);
float dist = length(p);
if (dist > 0.5) discard;
float alpha = smoothstep(0.5, 0.1, dist) * vAlpha;
outColor = vec4(0.85, 0.92, 1.0, alpha);
}