#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 * 0.45; outColor = vec4(0.65, 0.55, 0.40, alpha); }