// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; #define TAU 6.283185307179586 uniform vec2 dimension; uniform vec2 center[4]; uniform vec3 color[4]; void main() { vec4 distances = vec4(0.); float maxDist = 0.; int i; for( i = 0; i < 4; i++ ) { float d = distance(v_vTexcoord, center[i] / dimension); distances[i] = d; maxDist = max(maxDist, d); } maxDist *= 2.; for( i = 0; i < 4; i++ ) { distances[i] = pow((maxDist - distances[i]) / maxDist, 6.); } vec4 weights = distances / (distances[0] + distances[1] + distances[2] + distances[3]); vec3 clr = (color[0] * weights[0]) + (color[1] * weights[1]) + (color[2] * weights[2]) + (color[3] * weights[3]); gl_FragColor = vec4(clr, 1.); }