Files
2026-07-20 09:45:08 +02:00

23 lines
694 B
GLSL

#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);
}