#version 330 in vec2 oUVCoords; out vec4 resultColor; uniform vec4 baselineColor; void main() { resultColor = vec4(baselineColor.rgb * smoothstep(0.0, 1.0, 1.0 - sqrt(pow(oUVCoords.x - 0.5, 2.0) + pow(oUVCoords.y - 0.5, 2.0)) * 2.0), baselineColor.a); }