Pixel-Composer/shaders/sh_node_arc/sh_node_arc.fsh
2024-04-22 14:56:37 +07:00

29 lines
646 B
GLSL

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;
}