// // 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 angle; uniform vec2 amount; float sdArc( in vec2 p, in float tb, in float ra, float rb ) { vec2 sc = vec2(sin(tb), cos(tb)); p.x = abs(p.x); return ((sc.y*p.x>sc.x*p.y) ? length(p-sc*ra) : abs(length(p)-ra)) - rb; } void main() { vec2 p = v_vTexcoord - .5; p *= mat2(cos(angle), -sin(angle), sin(angle), cos(angle)) * 1.5; float dist = 1. - sdArc(p, .6, .5, 0.) * 2. - 0.4; float a; vec4 c = vec4(0.); a = smoothstep(amount.x, amount.y, dist); c = mix(c, color, a); gl_FragColor = c; }