17 lines
476 B
GLSL
17 lines
476 B
GLSL
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uniform vec4 g_RenderVar0;
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varying vec2 g_TexCoord;
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void main() {
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float dist = length(g_TexCoord - CAST2(0.5)) / 0.5;
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//dist = smoothstep(1 - 0.4999 * g_RenderVar0.y, 0.4999 * g_RenderVar0.y, dist);
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float delta = (1 - 0.4999 * g_RenderVar0.y) - (0.4999 * g_RenderVar0.y);
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dist = (dist - 0.4999 * g_RenderVar0.y) / delta;
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dist = 1.0 - max(0, min(1, dist));
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dist = max(0, min(1, dist));
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gl_FragColor = vec4(vec3(1, 0, 0), dist * g_RenderVar0.x);
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}
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