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13 lines
336 B
GLSL
13 lines
336 B
GLSL
#version 450
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layout(location = 0) in float vBrightness;
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layout(location = 0) out vec4 outColor;
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void main() {
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vec2 p = gl_PointCoord - vec2(0.5);
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float dist = length(p);
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if (dist > 0.5) discard;
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float alpha = vBrightness * smoothstep(0.5, 0.2, dist);
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outColor = vec4(vec3(0.9, 0.95, 1.0) * vBrightness, alpha);
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}
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