// Applies animated over time gradient to the user texture. #version 330 precision mediump float; uniform vec2 resolution; in vec4 color; in vec2 seed; out vec4 out_color; #define SEED_MARKER_RADIUS 5 #define SEED_MARKER_COLOR vec4(.1, .1, .1, 1) void main(void) { if (length(gl_FragCoord.xy - seed) < SEED_MARKER_RADIUS) { gl_FragDepth = 0; out_color = SEED_MARKER_COLOR; } else { gl_FragDepth = length(gl_FragCoord.xy - seed)/length(resolution); out_color = color; } }