36 lines
948 B
GLSL
36 lines
948 B
GLSL
// version 120 is needed for gl_PointCoord
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#version 120
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uniform vec3 uniform_color;
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uniform float percent_outline_radius;
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uniform float percent_center_radius;
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vec4 hardcoded_color(float sq_radius)
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{
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if ((sq_radius < 0.005625) || (sq_radius > 0.180625))
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return vec4(0.5 * uniform_color, 1.0);
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else
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return vec4(uniform_color, 1.0);
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}
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vec4 customizable_color(float sq_radius)
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{
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float in_radius = 0.5 * percent_center_radius;
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float out_radius = 0.5 * (1.0 - percent_outline_radius);
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if ((sq_radius < in_radius * in_radius) || (sq_radius > out_radius * out_radius))
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return vec4(0.5 * uniform_color, 1.0);
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else
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return vec4(uniform_color, 1.0);
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}
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void main()
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{
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vec2 pos = gl_PointCoord - vec2(0.5, 0.5);
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float sq_radius = dot(pos, pos);
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if (sq_radius > 0.25)
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discard;
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gl_FragColor = customizable_color(sq_radius);
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// gl_FragColor = hardcoded_color(sq_radius);
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}
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