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41 lines
No EOL
944 B
GLSL
41 lines
No EOL
944 B
GLSL
#version 330
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uniform float anti_alias_width;
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uniform float glow_factor;
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in vec4 color;
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in float radius;
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in vec2 center;
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in vec2 point;
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in float scaled_aaw;
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out vec4 frag_color;
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// This include a delaration of
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// uniform vec3 shading
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// uniform vec3 camera_position
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// uniform vec3 light_position
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#INSERT finalize_color.glsl
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void main() {
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vec2 diff = point - center;
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float dist = length(diff);
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float signed_dist = dist - radius;
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if (signed_dist > 0.5 * scaled_aaw){
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discard;
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}
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frag_color = color;
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if(shading != vec3(0.0)){
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vec3 normal = vec3(diff / radius, sqrt(1 - (dist * dist) / (radius * radius)));
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frag_color = finalize_color(
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frag_color,
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vec3(point.xy, 0.0),
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normal
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);
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}
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if(glow_factor > 0){
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frag_color.a *= pow(1 - dist / radius, glow_factor);
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}
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frag_color.a *= smoothstep(0.5, -0.5, signed_dist / scaled_aaw);
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} |