#version 120 uniform mat2 m = mat2(1.); void main() { vec2 cartesian_PointCoord = m * ((gl_PointCoord * -2.0) + vec2(1.0)); vec2 len_sq = cartesian_PointCoord * cartesian_PointCoord; len_sq.y /= 2.0; if (len_sq.x + len_sq.y < 0.5) { gl_FragColor = vec4(1.0); } else { discard; } }