#version 330 core

in float starAlpha;
out vec4 color;

void main() {
    vec2 point = gl_PointCoord * 2.0 - 1.0;
    float radius = length(point);
    if(radius > 1.0)
        discard;

    float edge = 1.0 - smoothstep(0.45, 1.0, radius);
    color = vec4(vec3(0.86, 0.91, 1.0), starAlpha * edge);
}
