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radar-simulation/shaders/ppi_targets.frag

12 lines
361 B
GLSL

#version 330 core
in vec2 vUV; // [-1,1] range — distance from blob centre
out vec4 fragColor;
uniform vec3 uColor;
uniform float uFalloff; // gaussian width: larger = tighter core
void main() {
float d = length(vUV);
if (d > 1.0) discard;
float intensity = exp(-uFalloff * d * d);
fragColor = vec4(uColor * intensity, intensity);
}