mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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53 lines
1.3 KiB
GLSL
53 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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#define PI 3.14159265359
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float side;
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uniform vec4 color;
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uniform float angle;
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float line_segment(in float ang) {
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vec2 a = vec2(.5);
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vec2 b = vec2(.5) + vec2(cos(ang), -sin(ang)) * 0.3;
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vec2 p = v_vTexcoord;
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vec2 ba = b - a;
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vec2 pa = p - a;
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float h = clamp(dot(pa, ba) / dot(ba, ba), 0., 1.);
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return length(pa - h * ba);
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}
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void main() {
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float dist = length(v_vTexcoord - .5) - 0.3;
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float alp = 0.;
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bool inside = dist < 0.;
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dist = abs(dist);
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alp = max(alp, smoothstep(2. / side, 0.8 / side, dist));
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alp = max(alp, smoothstep(2. / side, 0.8 / side, line_segment(angle)));
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gl_FragColor = vec4(color.rgb, alp);
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}
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