varying vec2 v_dist_pos;
#ifdef VERTEX_SHADER
attribute vec2 a_pos;
attribute vec2 a_dist_pos;
uniform ivec2 u_framebuffer_size;
void main() {
v_dist_pos = a_dist_pos;
gl_Position = vec4(a_pos.xy / vec2(u_framebuffer_size) * 2.0 - 1.0, 0.0, 1.0);
}
#endif
#ifdef FRAGMENT_SHADER
void main() {
float x = max(1.0 - max(abs(v_dist_pos.x), abs(v_dist_pos.y)), 0.0);
gl_FragColor = vec4(x * 0.5);
}
#endif