prosperon/source/shaders/circlefrag.glsl

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2022-06-21 23:16:14 -05:00
#version 330
in vec2 coords;
out vec4 color;
uniform float radius;
uniform int thickness;
void main()
{
// int tt = thickness + 1;
float R1 = 1.f;
float R2 = 1.f - (thickness / radius);
float dist = sqrt(dot(coords, coords));
if (dist <= R2 || dist >= R1)
discard;
/*
float smoother = 0.01f - (radius * 0.00003f);
float sm = smoothstep(R1, R1-smoother, dist);
float sm2 = smoothstep(R2, R2+smoother, dist);
float alpha = sm*sm2;
*/
color = vec4(0.4f, 0.5f, 0.6f, 1.f);
}