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19 lines
464 B
GLSL
19 lines
464 B
GLSL
#version 450
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layout(push_constant) uniform Push {
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mat4 mvp;
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vec4 color;
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} push;
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layout(location = 0) in vec2 vLocalPos;
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layout(location = 0) out vec4 outColor;
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void main() {
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float r = length(vLocalPos);
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float ring = smoothstep(0.93, 0.97, r) * smoothstep(1.0, 0.97, r);
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float inward = (1.0 - smoothstep(0.0, 0.93, r)) * 0.15;
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float alpha = max(ring, inward);
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if (alpha < 0.01) discard;
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outColor = vec4(push.color.rgb, alpha);
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}
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