#version 150 in vec2 vTexCoord; in vec4 vColor; out vec4 fragColor; void main(void) { vec2 uv = vTexCoord * 2.0 - 1.0; float d = dot(uv, uv); float rim = smoothstep(0.7, 0.8, d); rim += smoothstep(0.3, 0.4, d) - smoothstep(0.5, 0.6, d); rim += smoothstep(0.1, 0.0, d); fragColor = mix(vec4( 0.0, 0.0, 0.0, 0.25), vColor, rim); }