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- // version 120 is needed for gl_PointCoord
- #version 120
- uniform vec4 uniform_color;
- uniform float percent_outline_radius;
- uniform float percent_center_radius;
- vec4 calc_color(float radius, vec4 color)
- {
- return ((radius < percent_center_radius) || (radius > 1.0 - percent_outline_radius)) ?
- vec4(0.5 * color.rgb, color.a) : color;
- }
- void main()
- {
- vec2 pos = (gl_PointCoord - 0.5) * 2.0;
- float radius = length(pos);
- if (radius > 1.0)
- discard;
- gl_FragColor = calc_color(radius, uniform_color);
- }
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