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#ifndef USE_GPU_SHADER_CREATE_INFO
in vec4 mColor;
in vec2 mTexCoord;
out vec4 fragColor;
#endif
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;
}
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