32 lines
1 KiB
GLSL
32 lines
1 KiB
GLSL
/*
|
|
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 <https://www.gnu.org/licenses/>.
|
|
*/
|
|
#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);
|
|
}
|