uniform sampler2D uPotionIcon; varying vec2 vUv; varying vec3 vPosition; void main() { float insideColor = step(0.03, abs(distance(vUv, vec2(0.5)) - 0.47)); float inCircle = 1.0 - step(0.5, length(vPosition.xy)); vec3 color = texture2D(uPotionIcon, vUv).rgb;// * insideColor; float mask = inCircle; gl_FragColor = vec4(color, mask); #include #include }