28 lines
495 B
GLSL
28 lines
495 B
GLSL
#version 330
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in vec2 coords;
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out vec4 color;
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in float radius;
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in vec3 fcolor;
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in vec2 pos;
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void main()
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{
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int thickness = 1;
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bool fill = false;
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// int tt = thickness + 1;
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float R1 = 1.f;
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// float R2 = 1.f - (thickness*zoom / radius);
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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;
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}
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