runnable fragment
code snippet
precision mediump float;
varying vec3 vColor;
void main()
{
vec2 uv = gl_PointCoord;
float distanceToCenter = distance(uv, vec2(0.5));
if(distanceToCenter > 0.5){
discard;
}
gl_FragColor = vec4(vColor, 1.0);
#include <tonemapping_fragment>
#include <colorspace_fragment>