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22 lines
503 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_Position;
varying vec4 v_Colour;
uniform vec2 mousePos;
uniform float flashlightSize;
const float smoothness = 0.1;
void main(void)
{
vec2 diff = mousePos - v_Position;
float dist = sqrt(diff.x * diff.x + diff.y * diff.y);
float smoothnessRange = flashlightSize * smoothness;
gl_FragColor = v_Colour * vec4(1.0, 1.0, 1.0, smoothstep(flashlightSize, flashlightSize + smoothnessRange, dist));
}