16 lines
228 B
GLSL
16 lines
228 B
GLSL
#version 300 es
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precision highp float;
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in float alpha;
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out vec4 fragColor;
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uniform vec3 color;
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void main() {
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vec2 c = 2.0 * gl_PointCoord - 1.0;
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if (dot(c, c) > 1.0) {
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discard;
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}
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fragColor = vec4(color, alpha);
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} |