First implementation of quadratic bezier curve shader

This commit is contained in:
2021-03-12 15:25:07 +01:00
parent 6f1f817ed3
commit 0489a092bc
21 changed files with 372 additions and 37 deletions
+18
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#version 430 core
in vec4 gColor;
in vec2 cenPosT;
in float gRad;
out vec4 fColor;
out float gl_FragDepth;
void main()
{
vec2 pos = gl_FragCoord.xy;
// fColor = vec4( gColor.xyz , 0 );
// fColor = vec4( gColor.xyz , 1 - step(distance(pos,cenPos.xy),gRad) );
// fColor = vec4( gColor.xyz , distance(pos,cenPos.xy)/gRad );
// fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
gl_FragDepth = max(gl_FragCoord.z , step(gRad/2,distance(pos,cenPosT)));
fColor = gColor;
}
//note it is the fragdepth that stops this from being square