#version 400 core

in vec2 pass_textureCoords;

out vec4 out_Color;

//uniform sampler2D textureSampler;
uniform vec3 centerCoords;

void main(void) { 
	float a = pass_textureCoords.x - centerCoords.x/2;
	float b = pass_textureCoords.y - centerCoords.y/2;
	float maxDist = centerCoords.z/50;
	float alpha = 1 - (sqrt(a*a + b*b))/(maxDist * maxDist * maxDist * maxDist);
	out_Color = vec4(0.5, 1, 0.5, alpha);
	//out_Color = texture(textureSampler, pass_textureCoords);

}