#version 410 core
in vec4 color;
out vec4 final_color;
void main() {
final_color = color;
// ramp alpha to 0 if we're at the edge
vec2 coord = gl_PointCoord - vec2(0.5);
float axis = max(abs(coord.x), abs(coord.y)) * 2.0;
float alpha = smoothstep(0.0, 1.0, axis);
final_color.a = mix(final_color.a, 0.0, alpha);
}