 #ifdef GL_ES
 precision mediump float;
 #endif
-
-#define PI 3.1415926535
 
 uniform vec2 u_resolution;
 uniform float u_time;

  
    // turn black the area around the sphere;
    float radius = length( vec2(0.5)-st )*2.0;
    color = mix(color,edgeColor,smoothstep(edgeRadius,1.0,radius));
  
    gl_FragColor = vec4(color, 1.0);
}
PointLight a = PointLight(Light(vec3(0.1),vec3(0.0,0.5,0.8),vec3(0.0,1.0,1.0)),vec3(1.0));
PointLight b = PointLight(Light(vec3(0.25),vec3(0.8,0.5,0.0),vec3(1.0,1.0,0.0)),vec3(1.0));

void main(){
    vec2 st = gl_FragCoord.xy/u_resolution.xy;
    vec3 color = vec3(0.0);
