mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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50 lines
1.3 KiB
GLSL
50 lines
1.3 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec4 color;
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uniform float angle;
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uniform vec2 amount;
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float sdArc( in vec2 p, in float tb, in float ra, float rb ) {
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vec2 sc = vec2(sin(tb), cos(tb));
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p.x = abs(p.x);
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return ((sc.y*p.x>sc.x*p.y) ? length(p-sc*ra) :
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abs(length(p)-ra)) - rb;
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}
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void main() {
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vec2 p = v_vTexcoord - .5;
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p *= mat2(cos(angle), -sin(angle), sin(angle), cos(angle)) * 1.5;
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float dist = 1. - sdArc(p, .6, .5, 0.) * 2. - 0.4;
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float a;
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vec4 c = vec4(0.);
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a = smoothstep(amount.x, amount.y, dist);
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c = mix(c, color, a);
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gl_FragColor = c;
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}
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