#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, 0.05, dist) * vAlpha; // Dark brown/black insect color outColor = vec4(0.12, 0.08, 0.05, alpha); }