First implementation of quadratic bezier curve shader
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#version 430 core
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in vec2 cenPosT;
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in vec2 gParams;
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out vec4 fColor;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
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//float c = pow(gParams.y*dist,2);
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float c = gParams.y * pow(1-dist,2);
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//float c = gParams.y;
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fColor = vec4( c,c,c ,c );
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// fColor = vec4( 1,0,0 , 1);
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// fColor = vec4( 1,0,0 , pow(dist,2) );
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}
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