forked from StudioInfinity/dyna3
18 lines
472 B
GLSL
18 lines
472 B
GLSL
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#version 300 es
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precision highp float;
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in vec3 point_color;
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in float point_highlight;
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in float total_radius;
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out vec4 outColor;
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void main() {
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float r = total_radius * length(2.*gl_PointCoord - vec2(1.));
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const float POINT_RADIUS = 4.;
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float border = smoothstep(POINT_RADIUS - 1., POINT_RADIUS, r);
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vec3 color = mix(point_color, vec3(1.), border * point_highlight);
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outColor = vec4(color, 1. - smoothstep(total_radius - 1., total_radius, r));
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}
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