Discard frag shader outside dot radius

This commit is contained in:
Grant Sanderson 2021-01-05 09:57:18 -08:00
parent 2d709758d0
commit bfa36a7659

View file

@ -17,8 +17,11 @@ out vec4 frag_color;
void main() {
vec2 diff = point - center;
float dist = length(diff);
vec3 normal = vec3(diff / radius, sqrt(1 - (dist * dist) / (radius * radius)));
float signed_dist = dist - radius;
if (signed_dist > 0.5 * anti_alias_width){
discard;
}
vec3 normal = vec3(diff / radius, sqrt(1 - (dist * dist) / (radius * radius)));
frag_color = add_light(
color,
vec3(point.xy, 0.0),