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

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#version 450
layout(push_constant) uniform Push {
float particleSize;
float pad0;
float pad1;
float pad2;
vec4 particleColor;
} push;
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 = push.particleColor.a * smoothstep(0.5, 0.2, dist);
outColor = vec4(push.particleColor.rgb, alpha);
}