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#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;
}
}
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