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#version 330
#if defined VERTEX_SHADER
in vec3 in_position;
in vec2 in_texcoord_0;
uniform mat4 m_proj;
uniform vec2 pos;
out vec2 uv0;
void main() {
gl_Position = m_proj * vec4(vec3(in_position.xy + pos.xy, 0.0), 1.0);
uv0 = in_texcoord_0;
}
#elif defined FRAGMENT_SHADER
// uniform sampler2D texture0;
uniform float write_value;
uniform float force;
out float fragColor;
in vec2 uv0;
void main() {
// float val = texture(texture0, uv0).r;
// if (val > 0.99) {
// fragColor = write_value;
// }
// else {
// discard;
// }
vec2 center = uv0 - vec2(0.5);
float c = step(0.0, 0.5 - length(center));
if (c > 0.99) fragColor = write_value * force;
else discard;
}
#endif
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