// SPDX-FileCopyrightText: 2024 Erin Catto // SPDX-License-Identifier: MIT #version 330 in vec2 f_position; in vec4 f_color; in float f_thickness; out vec4 fragColor; void main() { // radius in unit quad float radius = 1.0; // distance to circle vec2 w = f_position; float dw = length(w); float d = abs(dw - radius); fragColor = vec4(f_color.rgb, smoothstep(f_thickness, 0.0, d)); }