#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); }