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