<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // fragment shader // // Created by Bradley Austin Davis on 6/10/15. // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // in vec4 varColor; in float varSize; out vec4 outFragColor; const float EDGE_SIZE = 0.25; const float ALPHA_BOUNDARY = 1.0 - EDGE_SIZE; void main(void) { vec2 coord = gl_PointCoord * vec2(2.0) - vec2(1.0); coord = coord * coord; float l = coord.x + coord.y; if (l > 1.0) { discard; } outFragColor = varColor; if (l >= ALPHA_BOUNDARY) { outFragColor.a = smoothstep(1.0, ALPHA_BOUNDARY, l); } }