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13 lines
315 B
GLSL
13 lines
315 B
GLSL
#version 450
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layout(location = 0) in float vAlpha;
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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 = smoothstep(0.5, 0.1, dist) * vAlpha * 0.45;
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outColor = vec4(0.65, 0.55, 0.40, alpha);
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}
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