#ifdef GLES precision mediump int; precision mediump float; precision lowp sampler2D; precision lowp samplerCube; #define TEX(x,y) texture2D(x,y) #if __VERSION__ >290 #define M_IN in mediump #define L_IN in lowp #else #define M_IN varying mediump #define L_IN varying lowp #endif #else #define TEX(x,y) texture(x,y) #if __VERSION__ > 320 #define M_IN in #define L_IN in #else #define M_IN varying #define L_IN varying #endif #endif M_IN vec2 pos; M_IN float edge; //flat M_IN vec2 fpos; //M_IN vec2 uv; //M_IN vec4 color; /* #ifdef GLES #if __VERSION__ >290 in mediump vec2 uv; #else varying mediump vec2 uv; #endif #else #if __VERSION__ > 320 in vec2 uv; #else varying vec2 uv; #endif #endif*/ //layout(binding = 0)uniform sampler2D tex; //uniform sampler2D tex; //layout(location = 0) out vec4 outColor; void main() { float len2 = dot(pos,pos); if(len2 > 1.0)discard; if(len2 > edge)gl_FragColor = vec4(0.4,0.8,1.0,0.8);//TEX(tex,uv) * color; else gl_FragColor = vec4(0,0.6,1.0,0.35);//TEX(tex,uv) * color; //gl_FragColor = vec4(pos,0,1); //if(gl_FragColor.a < 0.01)discard; }