#version 330 uniform float u_parentAlpha; in vec2 v_originoffset; void main() { vec2 diff = v_originoffset / 2; vec4 color = vec4(0.9375, 0.3125, 0.0, (1.0 - sqrt(diff.x * diff.x + diff.y * diff.y) * 0.25) * 0.75); color.a = min(max(smoothstep(0.0, 1.0, color.a) - 0.0, 0.0), 1.0) * u_parentAlpha; gl_FragColor = color; }