void main() { const vec2 center = vec2(0, 0.5); vec4 tColor = vec4(geometry_out.mColor); /* if alpha < 0, then encap */ if (geometry_out.mColor.a < 0) { tColor.a = tColor.a * -1.0; float dist = length(geometry_out.mTexCoord - center); if (dist > 0.25) { discard; } } /* Solid */ fragColor = tColor; }