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