

Rings with constant thickness
Hello everyone, I am trying to create rings with their thickness the same as I scale them. I created a quad and let the fragment shader handle the work, for some reason whenever I scale them up they get thicker. I'm still very new to OpenGL and GLSL, I would appreciate your help on this problem. 🙏🙏
Here is my fragment shader:
#version 330 core
in vec2 vPos;
out vec4 fragColor;
void main()
{
float ring = smoothstep(1.0, 0.99, length(vPos));
ring -= smoothstep(0.95, 0.94, length(vPos));
if (length(vPos) > 0.995)
discard;
if (length(vPos) < 0.943)
discard;
fragColor = vec4(vec3(ring), 1.0);
}