#version 100 precision mediump float; precision mediump int; varying vec2 v_TexCoord; uniform sampler2D t_Color; void main() { vec4 tex = texture2D(t_Color, v_TexCoord); float blend = dot(v_TexCoord-vec2(0.5,0.5), v_TexCoord-vec2(0.5,0.5)); gl_FragColor = mix(tex, vec4(0.0,0.0,0.0,0.0), blend*1.0); }