LookingGlass/client/renderers/EGL/shader/splash_bg.frag

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#version 300 es
in highp vec3 pos;
in highp float a;
out highp vec4 color;
uniform sampler2D sampler1;
void main()
{
highp float d = 1.0 - sqrt(pos.x * pos.x + pos.y * pos.y) / 2.0;
color = vec4(0.234375 * d, 0.015625f * d, 0.425781f * d, a);
}