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

50 lines
1.3 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 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;
}