prosperon/source/shaders/circlefrag.glsl

27 lines
475 B
GLSL

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