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path: root/shaders/fragment.glsl
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precision mediump float;

varying vec3 v_color;

void main() {
    // Create a circular particle with soft edges
    vec2 center = gl_PointCoord - vec2(0.5);
    float dist = length(center);

    if (dist > 0.5) {
        discard;
    }

    float alpha = 1.0 - smoothstep(0.0, 0.5, dist);
    gl_FragColor = vec4(v_color, alpha * 0.3); // Subtle opacity
}