#version 450 uniform vec3 tint; in vec2 tex_coord; out vec4 frag_color; void main() { float radius = 0.45; float thickness = 0.03; float dist = distance(tex_coord, vec2(0.5, 0.5)); float ring = smoothstep(radius - thickness, radius, dist) - smoothstep(radius, radius + thickness, dist); frag_color = vec4(tint, min(ring, 0.6)); }