16 lines
236 B
GLSL
16 lines
236 B
GLSL
precision highp float;
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uniform sampler2D sampler;
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void main()
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{
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vec4 color;
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if (length(gl_PointCoord) < 0.3)
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color = texture2D(sampler, gl_PointCoord);
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else
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color = vec4(0.0);
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gl_FragColor = color;
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}
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