#version 330 #include void main() { float x = (gl_PointCoord.x - 0.5f) * 2.0f; float y = (gl_PointCoord.y - 0.5f) * 2.0f; float dist2 = abs(x * x + y * y); if (dist2 > 0.5f * 0.5f) discard; gl_FragColor = vec4(param[0].rgb * emission, 1.0f); }