Files
maszyna/shaders/mat_stars.frag

18 lines
327 B
GLSL

#version 330
#include <common>
flat in vec3 f_normal_raw;
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;
// color data is shared with normals, ugh
gl_FragColor = vec4(f_normal_raw.bgr, 1.0f);
}