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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);
- }
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