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

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//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec4 color;
uniform float index;
uniform int type;
void main() {
float dist = 1. - length(v_vTexcoord - .5) * 2.;
dist -= mix(.2, .0, index);
float a;
vec4 c = vec4(0.);
if(type == 0) {
a = smoothstep(.0, .1, dist);
c = mix(c, vec4(0., 0., 0., 1.), a);
a = smoothstep(.15, .3, dist);
c = mix(c, vec4(1., 1., 1., 1.), a);
a = smoothstep(.4, .5, dist);
c = mix(c, color, a);
} else if(type == 1) {
a = smoothstep(.3, .4, dist);
c = mix(c, color, a);
} else if(type == 2) {
a = smoothstep(.0, .15, dist);
c = mix(c, color, a);
a = smoothstep(.25, .35, dist);
c = mix(c, vec4(1., 1., 1., 1.), a);
}
gl_FragColor = c;
}