prosperon/source/shaders/circlefrag.glsl

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#version 330
in vec2 coords;
out vec4 color;
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//in int thickness;
in float radius;
//in bool fill;
in vec3 fcolor;
in vec2 pos;
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void main()
{
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int thickness = 1;
bool fill = false;
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// int tt = thickness + 1;
float R1 = 1.f;
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// float R2 = 1.f - (thickness*zoom / radius);
float R2 = 1.f - (thickness/radius);
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float dist = sqrt(dot(coords, coords));
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if (dist >= R2 && dist <= R1)
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color = vec4(fcolor, 1.f);
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else if (dist < R2)
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color = vec4(fcolor, 0.1f);
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else
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discard;
}