#version 150 core in vec2 v_TexCoord; out vec4 Target0; uniform sampler2D t_Color; void main() { vec4 tex = texture(t_Color, v_TexCoord); float blend = dot(v_TexCoord-vec2(0.5,0.5), v_TexCoord-vec2(0.5,0.5)); Target0 = mix(tex, vec4(0.0,0.0,0.0,0.0), blend*1.0); }