uniform float percentagedistanceshow = 0.05; uniform float gradientfalloffwidth = 3.0; vec4 circle(in vec2 uv, in vec2 pos, float rad, in vec3 color) { float d = length(pos - uv) - rad; float t = clamp(d, 0.0, 1.0); return vec4(color, t); } void fragment() { vec2 uv = FRAGCOORD.xy; vec2 res_xy = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y); vec2 center = res_xy*0.5; float radius = percentagedistanceshow * res_xy.y; vec4 grad = vec4(0.8 - length( uv - center )/res_xy.y * gradientfalloffwidth); vec4 layer1 = vec4(vec3(255.0),0.0); vec4 layer2 = circle(uv, center, radius, grad.rgb); COLOR = mix(layer1, layer2, layer2.a); }