24 lines
522 B
Plaintext
24 lines
522 B
Plaintext
|
precision mediump float;
|
||
|
|
||
|
uniform vec4 u_Color;
|
||
|
|
||
|
varying vec4 v_Position;
|
||
|
|
||
|
void main(){
|
||
|
// Default alpha is 0
|
||
|
float alpha = 0.0;
|
||
|
|
||
|
// Radius is 0.5, since the diameter of our quad is 1
|
||
|
float radius = 0.5;
|
||
|
|
||
|
// Get the distance squared of from (0, 0)
|
||
|
float dist_sq = v_Position.x*v_Position.x + v_Position.y*v_Position.y;
|
||
|
|
||
|
if(dist_sq < radius*radius){
|
||
|
// Multiply by 4, since distance squared is at most 0.25
|
||
|
alpha = 4.0*dist_sq;
|
||
|
}
|
||
|
|
||
|
// Use the alpha value in our color
|
||
|
gl_FragColor = vec4(u_Color.rgb, alpha);
|
||
|
}
|