#version 120 uniform float alpha; uniform float time; uniform float T; uniform vec3 color; uniform float seed; uniform float rand; void main() { float len = min(length(gl_TexCoord[0].st), 1.f); vec3 c = color; float a = alpha; len *= T; a *= (1.f - (len * len * len * len * len * len * len)); gl_FragColor = vec4(a * c, a * alpha); }