Pixel-Composer/build/Windows/0/cache/sh_node_circle.shader

51 lines
1.2 KiB
GLSL

//
// 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 int fill;
uniform float thickness;
uniform float antialias;
uniform float radius;
void main() {
float th = thickness == 0.? 0.05 : thickness;
float aa = antialias == 0.? 0.05 : antialias;
float rr = radius == 0.? 0.5 : radius;
float dist = length(v_vTexcoord - .5) / rr - (1. - th - aa);
float a;
if(fill == 0) {
dist = abs(dist);
a = smoothstep(th + aa, th, dist);
} else if(fill == 1) {
a = smoothstep(aa, 0., dist);
}
vec4 c = vec4(color.rgb, color.a * a);
gl_FragColor = c;
}