varying vec2 v_texCoord;
uniform sampler2D u_texture;

void main() {

	vec4 color = texture2D(u_texture, v_texCoord);

	 float dist = distance(vec2(0.5,0.5),v_texCoord);
	 dist += 0.5f;
	 //if(dist > 1.0f) dist = 1.0f;
	 color = vec4(color.r, color.g, color.b, color.a * dist);
	 gl_FragColor = color;

	//gl_FragColor = color;
	
}