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https://github.com/Ttanasart-pt/Pixel-Composer.git
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30 lines
906 B
GLSL
30 lines
906 B
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform vec4 c0, c1;
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uniform float mouseProg;
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uniform float prog;
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void main() {
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vec2 px = v_vTexcoord * dimension;
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vec2 norm = abs(v_vTexcoord - vec2(0.5));
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float bar = 1. - norm.y * 2.;
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float rr = dimension.y / 2.;
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if(px.x < rr) bar = 1. - distance(px, vec2(rr, rr)) / rr;
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else if(px.x > dimension.x - rr) bar = 1. - distance(px, vec2(dimension.x - rr, rr)) / rr;
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bar = clamp(bar, 0., 1.);
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float dif = abs(v_vTexcoord.x - prog);
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float d0 = clamp(smoothstep(0.9 + mouseProg * 0.05, 1.00, 1. - dif) * 1., 0., 1.);
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float d1 = clamp(1. - smoothstep(0.85 + mouseProg * 0.05, 1.00, 1. - dif) * 2., 0., 0.75);
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float rad = 0.8 - d0 * (mouseProg * 0.25 + 0.4);
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bar = smoothstep(rad, 1.0, bar) * 25.;
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gl_FragColor = vec4(mix(c0.rgb, c1.rgb, d1), bar);
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}
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