// // // 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; #define TAU 6.283185307179586 #define pi1 3.14159 #define pi2 1.57079 uniform vec2 dimension; uniform vec2 position; uniform float angle; void main() { vec2 pos = v_vTexcoord; vec2 pixel_pos = v_vTexcoord * dimension; float _angle; _angle = atan((pixel_pos.y - position.y), (pixel_pos.x - position.x)) + angle; _angle = TAU - (_angle - floor(_angle / TAU) * TAU); gl_FragColor = (_angle < pi1)? vec4(vec3(1.), 1.) : vec4(vec3(0.), 1.); }