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- 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 <tonemapping_fragment>
- #include <colorspace_fragment>
- }
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