#version 330 core layout(location = 0) out vec4 color; in vec2 v_TexCoord; uniform sampler2D u_Texture; void main() { float d = ceil(-length(v_TexCoord-vec2(0.5, 0.5)) + 0.5); color = vec4(texture(u_Texture, v_TexCoord)) * d; }