#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); }