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uniform vec4 color;
uniform vec4 innerColor;
out vec4 fragColor;
void main()
{
vec2 centered = abs(gl_PointCoord - vec2(0.5));
float dist = max(centered.x, centered.y);
float fac = dist * dist * 4.0;
fragColor = mix(innerColor, color, 0.45 + fac * 0.65);
/* Make the effect more like a fresnel by offsetting
* the depth and creating mini-spheres.
* Disabled as it has performance impact. */
// gl_FragDepth = gl_FragCoord.z + 1e-6 * fac;
}
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