PrusaSlicer-NonPlainar/resources/shaders/options_120.fs
2020-05-22 16:08:02 +02:00

16 lines
378 B
GLSL

#version 120
uniform vec3 uniform_color;
void main()
{
vec2 pos = gl_PointCoord - vec2(0.5, 0.5);
float sq_radius = pos.x * pos.x + pos.y * pos.y;
if (sq_radius > 0.25)
discard;
else if ((sq_radius < 0.005625) || (sq_radius > 0.180625))
gl_FragColor = vec4(0.5 * uniform_color, 1.0);
else
gl_FragColor = vec4(uniform_color, 1.0);
}