uniform sampler2D texture; uniform vec2 resolution; vec4 circle(vec2 uv, vec2 pos, float rad, vec4 color) { float d = smoothstep(0.0, 2.0, length(pos - uv) - rad); float t = clamp(d, 0.0, 1.0); return vec4(color.rgb, color.a * (1.0 - t)); } void main() { vec2 uv = gl_TexCoord[0].xy * resolution; vec2 center = resolution * 0.5; float radius = 0.49 * resolution.y; vec4 texture_color = texture2D(texture, gl_TexCoord[0].xy); vec4 layer1 = vec4(0.0, 0.0, 0.0, 0.0); vec4 layer2 = circle(uv, center, radius, texture_color); gl_FragColor = mix(layer1, layer2, layer2.a); }