#endif
}
-static void _vg_loader_render_ring( float opacity )
-{
+static void _vg_loader_render_ring( f32 opacity ){
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
+ opacity *= opacity;
+
glUseProgram( _shader_loader.id );
glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
- float ratio = (float)vg.window_x / (float)vg.window_y;
+ f32 ratio = (f32)vg.window_x / (f32)vg.window_y;
glUniform1f( glGetUniformLocation( _shader_loader.id, "uRatio"), ratio );
glUniform1f( glGetUniformLocation( _shader_loader.id, "uOpacity"), opacity );
glBindVertexArray( vg_loader.vao );