1 | precision mediump float;
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2 |
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3 | uniform sampler2D texture;
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4 | uniform float opacity;
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5 |
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6 | varying vec4 f_color;
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7 | varying vec2 f_uv;
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8 |
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9 | void main() {
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10 | vec2 pointR = gl_PointCoord.xy - vec2(0.5,0.5);
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11 | if(dot(pointR, pointR) > 0.25) {
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12 | discard;
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13 | }
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14 | gl_FragColor = f_color * texture2D(texture, f_uv) * opacity;
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15 | } |
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