// SPDX-FileCopyrightText: 2024 Erin Catto
// SPDX-License-Identifier: MIT
#version 330
in vec2 f_position;
in vec4 f_color;
in float f_thickness;
out vec4 fragColor;
void main()
{
// radius in unit quad
float radius = 1.0;
// distance to circle
vec2 w = f_position;
float dw = length(w);
float d = abs(dw - radius);
fragColor = vec4(f_color.rgb, smoothstep(f_thickness, 0.0, d));
}