Pixel-Composer/shaders/sh_node_circle/sh_node_circle.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec4 color;
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uniform int fill;
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uniform float thickness;
uniform float antialias;
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uniform float radius;
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void main() {
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float th = thickness == 0.? 0.05 : thickness;
float aa = antialias == 0.? 0.05 : antialias;
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float rr = radius == 0.? 0.5 : radius;
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float dist = length(v_vTexcoord - .5) / rr - (1. - th - aa);
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float a;
if(fill == 0) {
dist = abs(dist);
a = smoothstep(th + aa, th, dist);
} else if(fill == 1) {
a = smoothstep(aa, 0., dist);
}
vec4 c = mix(vec4(0.), color, a);
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gl_FragColor = c;
}