#version 450 core in vec4 gColor; in vec2 cenPosTrans; in float gRad; out vec4 fColor; void main() { vec2 pos = gl_FragCoord.xy; float dist = max(0 , 1 - 2 * distance(pos,cenPosTrans) / (gRad)); fColor = vec4( gColor.xyz , pow(gColor.z*dist,2) ); }