#version 330 in vec2 coords; out vec4 color; in float radius; in vec3 fcolor; in vec2 pos; void main() { int thickness = 1; bool fill = false; // int tt = thickness + 1; float R1 = 1.f; // float R2 = 1.f - (thickness*zoom / radius); float R2 = 1.f - (thickness/radius); float dist = sqrt(dot(coords, coords)); if (dist >= R2 && dist <= R1) color = vec4(fcolor, 1.f); else if (dist < R2) color = vec4(fcolor, 0.1f); else discard; }