This leaves some of the unresolved case where we still need both implementation.
17 lines
338 B
GLSL
17 lines
338 B
GLSL
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void main()
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{
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const vec2 center = vec2(0, 0.5);
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vec4 tColor = vec4(geometry_out.mColor);
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/* if alpha < 0, then encap */
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if (geometry_out.mColor.a < 0) {
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tColor.a = tColor.a * -1.0;
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float dist = length(geometry_out.mTexCoord - center);
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if (dist > 0.25) {
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discard;
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}
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}
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/* Solid */
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fragColor = tColor;
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}
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