/* Copyright (C) 2021 hiimgoodpack This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #version 330 core in vec2 vTexCoord; uniform sampler2D aTexture0; void main() { /* dot(vTexCoord, vTexCoord) essentially does pow(length(gl_FragCoord.xy),2), but (probably) more optimized We're doing this since we don't want fragments outside a circle */ float alpha = dot(vTexCoord, vTexCoord) > 1 ? 1 : 0; gl_FragColor = vec4(0, 0, 0, alpha); }