--- /dev/null
+uniform vec3 color;
+uniform float offset, sharpness;
+
+void main()
+{
+ vec2 p = gl_TexCoord[0].st * 2.0 - 1.0;
+ float d = max(length(p) - offset, 0.0);
+ float vnt = pow(d, sharpness);
+
+ gl_FragColor = vec4(color, gl_Color.a * vnt);
+}