in vec4 finalColor; #ifdef USE_POINTS in vec2 radii; #endif out vec4 fragColor; void main() { fragColor = finalColor; #ifdef USE_POINTS float dist = length(gl_PointCoord - vec2(0.5)); fragColor.a = mix(finalColor.a, 0.0, smoothstep(radii[1], radii[0], dist)); if (fragColor.a == 0.0) { discard; } #endif }