First implementation of quadratic bezier curve shader
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#version 430 core
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in vec4 gColor;
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in vec2 cenPosT;
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in float gRad;
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out vec4 fColor;
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out float gl_FragDepth;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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// fColor = vec4( gColor.xyz , 0 );
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// fColor = vec4( gColor.xyz , 1 - step(distance(pos,cenPos.xy),gRad) );
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// fColor = vec4( gColor.xyz , distance(pos,cenPos.xy)/gRad );
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// fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
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gl_FragDepth = max(gl_FragCoord.z , step(gRad/2,distance(pos,cenPosT)));
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fColor = gColor;
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}
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//note it is the fragdepth that stops this from being square
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