#version 100

// GLES port of engine/shaders/star.frag - identical logic, plus an
// explicit precision declaration (required in GLES). gl_PointCoord and
// point-sprite rasterization for GL_POINTS both work automatically in
// GLES with no separate enable call (unlike desktop's GL_POINT_SPRITE,
// which doesn't exist in GLES at all - see
// android/engine-patches/03-android-opengl-es-render.patch's
// init_opengl() change).
precision mediump float;

varying float Light;

void main() {
    vec2 mid = vec2(0.5, 0.5) - gl_PointCoord;

    float dist = 0.5 - length(mid);
    dist *= 3.0;
    dist = min(dist, 1.0);

    gl_FragColor = vec4(dist * Light, dist * Light, dist * Light, 1.0);
}
