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- uniform sampler2D texture;
- uniform vec2 resolution;
- vec4 circle(vec2 uv, vec2 pos, float rad, vec4 color) {
- float d = smoothstep(0.0, 2.0, length(pos - uv) - rad);
- float t = clamp(d, 0.0, 1.0);
- return vec4(color.rgb, color.a * (1.0 - t));
- }
- void main() {
- vec2 uv = gl_TexCoord[0].xy * resolution;
- vec2 center = resolution * 0.5;
- float radius = 0.5 * resolution.y - 1.0;
- vec4 texture_color = texture2D(texture, gl_TexCoord[0].xy);
- gl_FragColor = circle(uv, center, radius, texture_color);
- }
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