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| uniform sampler2D colorTexture;
| uniform sampler2D colorTexture2;
|
| uniform vec2 center;
| uniform float radius;
|
| varying vec2 v_textureCoordinates;
|
| void main()
| {
| vec4 color0 = texture2D(colorTexture, v_textureCoordinates);
| vec4 color1 = texture2D(colorTexture2, v_textureCoordinates);
|
| float x = length(gl_FragCoord.xy - center) / radius;
| float t = smoothstep(0.5, 0.8, x);
| gl_FragColor = mix(color0 + color1, color1, t);
| }
|
|