#version 110
/*
* Copyright 2021 QuantumBadger
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
uniform sampler2D in_Texture;
varying vec4 pass_Color;
varying vec2 pass_TextureCoord;
varying float pass_TextureMix;
varying float pass_CircleMix;
void main(void) {
vec4 texCol = texture2D(in_Texture, pass_TextureCoord);
float texCoordMagSquared = pass_TextureCoord.x * pass_TextureCoord.x
+ pass_TextureCoord.y * pass_TextureCoord.y;
float circleAlpha = 1.0 - step(1.0, texCoordMagSquared);
gl_FragColor = pass_Color * (
vec4(1.0 - pass_TextureMix - pass_CircleMix)
+ (texCol * pass_TextureMix)
+ (vec4(vec3(1.0), circleAlpha)) * pass_CircleMix);
}