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@Sachs27
Created September 11, 2013 07:29
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#version 330 core
layout(location = 0) out vec4 fcolor;
void main(void) {
const vec4 color1 = vec4(0.0, 0.6, 0.0, 1.0);
const vec4 color2 = vec4(0.9, 0.7, 1.0, 0.0);
if (gl_PointCoord == vec2(1.0)) {
fcolor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
return;
}
/* centers gl_PointCoord around the origin */
vec2 t = gl_PointCoord - vec2(0.5);
float f = dot(t, t);
if (f > 0.25) {
discard;
}
fcolor = mix(color1, color2, smoothstep(0.1, 0.25, f));
}
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