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

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#version 450
layout(location = 0) in float vBrightness;
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 = vBrightness * smoothstep(0.5, 0.2, dist);
outColor = vec4(vec3(0.9, 0.95, 1.0) * vBrightness, alpha);
}