uniform sampler2D texture; void main() { vec4 pixel = texture2D(texture, gl_TexCoord[0].xy); vec2 pixelOffset = gl_TexCoord[0].xy - vec2(0.5, 0.5); float dist = sqrt(dot(pixelOffset, pixelOffset)); dist = smoothstep(0.47, 0.5, dist); gl_FragColor = gl_Color * pixel * vec4(1.0, 1.0, 1.0, 1.0 - dist); }