varying lowp vec4 VertexColor; varying lowp vec2 TexCoord; uniform lowp float time; // Simple noise function for edge distortion lowp float noise(lowp vec2 p) { return sin(p.x * 10.0 + time) * cos(p.y * 10.0 + time * 0.5) * 0.5 + 0.5; } void main() { // TexCoord is now normalized: center is (0,0), edges are at distance ~1 lowp float dist = length(TexCoord); // Add animated noise to the edge lowp float angle = atan(TexCoord.y, TexCoord.x); lowp float wave = sin(angle * 8.0 + time * 2.0) * 0.05 + sin(angle * 4.0 - time * 1.5) * 0.03; lowp float noiseValue = noise(TexCoord + time * 0.1) * 0.02; // Create soft edge using smoothstep - ensure fade reaches zero at the actual edge lowp float innerEdge = 0.2; lowp float outerEdge = 1.0; lowp float alpha = 1.0 - smoothstep(innerEdge, outerEdge, dist); // Apply wave distortion to the edge alpha *= 1.0 - smoothstep(0.85 + wave + noiseValue * 2.0, 1.0, dist); // Make edges even more transparent with additional fade alpha = alpha * alpha * alpha; // Add slight glow effect at the edge lowp float glow = smoothstep(0.5, 0.8, dist) * (1.0 - smoothstep(0.8, 1.0, dist)); // Create orange gradient from center lowp vec3 orangeColor = vec3(1.0, 0.5, 0.1); lowp float centerGradient = smoothstep(0.6, 0.0, dist); lowp vec3 baseColor = mix(VertexColor.rgb, orangeColor, centerGradient * 0.6); // Mix in the glow with a brighter color lowp vec3 glowColor = baseColor * 1.3; lowp vec3 finalColor = mix(baseColor, glowColor, glow * 0.5); gl_FragColor = vec4(finalColor, VertexColor.a * alpha); }