Pixel-Composer/build/Windows/0/cache/sh_mk_ballGrid.shader

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attribute vec3 in_Position; // (x,y,z)
attribute vec4 in_Colour; // (r,g,b,a)
varying vec4 v_vColour;
varying vec2 v_vPosition;
uniform vec2 ballPos;
uniform float ballRad;
uniform vec3 ballShift;
void main() {
vec3 ballPosition = in_Position + ballShift;
vec4 object_space_pos = vec4( ballPosition, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vPosition = (in_Position.xy - ballPos) / ballRad;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec4 v_vColour;
varying vec2 v_vPosition;
uniform sampler2D texture;
uniform vec2 dimension;
uniform vec2 samplePos;
uniform vec3 lightPos;
uniform float lightInt;
void main() {
vec4 col = texture2D( texture, samplePos );
vec2 tx = 1. / dimension;
float x = v_vPosition.x - tx.x;
float y = v_vPosition.y - tx.y;
float mag = sqrt(x * x + y * y);
if(mag >= 1.) {
x /= (mag + tx.x);
y /= (mag + tx.y);
}
float z = sqrt(1.0 - (pow(x, 2.0) + pow(y, 2.0)));
vec3 position = vec3(x, y, z);
vec3 normal = normalize(position);
vec3 light = normalize(lightPos);
float lightInf = 1. - dot(normal, light);
col.rgb -= col.rgb * lightInf * lightInt;
gl_FragColor = col;
}