#version 330 core

uniform float radius;
uniform sampler2D textureSampler;

in vec2 texCoord;
in vec2 pos;

out vec4 color;

void main() {
    color = vec4(0, 0, 0, 0);
    color = texture(textureSampler, (texCoord - 0.45) * 10);
    float magnitude = length(pos) - radius;
    magnitude *= magnitude;
    magnitude = 1-magnitude;
    magnitude -= radius/10;
    if (magnitude < 0) {
        magnitude = 0;
    }else {
        color = color * magnitude + vec4(1, 1, 1, magnitude);
    }
}