#version 450 layout(location = 0) in vec2 tex_coords; layout(location = 0) out vec4 output_color; layout(set = 1, binding = 0) uniform vec4 input_color; void main() { float dist = distance(tex_coords, vec2(0.5)) * 2.0; output_color = vec4(input_color.rgb, pow(0.01, dist) - 0.01); }