3b1b-manim/manimlib/shaders/true_dot/frag.glsl

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GLSL

#version 330
uniform float anti_alias_width;
uniform float glow_factor;
in vec4 color;
in float radius;
in vec2 center;
in vec2 point;
in float scaled_aaw;
out vec4 frag_color;
// This include a delaration of
// uniform vec3 shading
// uniform vec3 camera_position
// uniform vec3 light_position
#INSERT finalize_color.glsl
void main() {
vec2 diff = point - center;
float dist = length(diff);
float signed_dist = dist - radius;
if (signed_dist > 0.5 * scaled_aaw){
discard;
}
frag_color = color;
if(shading != vec3(0.0)){
vec3 normal = vec3(diff / radius, sqrt(1 - (dist * dist) / (radius * radius)));
frag_color = finalize_color(
frag_color,
vec3(point.xy, 0.0),
normal
);
}
if(glow_factor > 0){
frag_color.a *= pow(1 - dist / radius, glow_factor);
}
frag_color.a *= smoothstep(0.5, -0.5, signed_dist / scaled_aaw);
}