Files
exalock/shaders/particle_render.frag

15 lines
264 B
GLSL

#version 300 es
precision highp float;
in vec3 vColor;
in float vAlpha;
in vec2 vQuadCoord;
out vec4 fragColor;
void main() {
float dist = length(vQuadCoord);
float falloff = smoothstep(1.0, 0.5, dist);
fragColor = vec4(vColor, vAlpha * falloff);
}