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uniform vec4 color;
#if __VERSION__ == 120
varying vec2 radii;
#define fragColor gl_FragColor
#else
in vec2 radii;
out vec4 fragColor;
#endif
void main() {
float dist = length(gl_PointCoord - vec2(0.5));
// transparent outside of point
// --- 0 ---
// smooth transition
// --- 1 ---
// pure point color
// ...
// dist = 0 at center of point
fragColor.rgb = color.rgb;
fragColor.a = mix(color.a, 0.0, smoothstep(radii[1], radii[0], dist));
}
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