Pixel-Composer/build/Windows/0/cache/sh_widget_rotator.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_==_######################@~
#define PI 3.14159265359
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float side;
uniform vec4 color;
uniform float angle;
float line_segment(in float ang) {
vec2 a = vec2(.5);
vec2 b = vec2(.5) + vec2(cos(ang), -sin(ang)) * 0.3;
vec2 p = v_vTexcoord;
vec2 ba = b - a;
vec2 pa = p - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0., 1.);
return length(pa - h * ba);
}
void main() {
float dist = length(v_vTexcoord - .5) - 0.3;
float alp = 0.;
bool inside = dist < 0.;
dist = abs(dist);
alp = max(alp, smoothstep(2. / side, 0.8 / side, dist));
alp = max(alp, smoothstep(2. / side, 0.8 / side, line_segment(angle)));
gl_FragColor = vec4(color.rgb, alp);
}