prosperon/source/shaders/circlefrag.glsl

28 lines
488 B
GLSL

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