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