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
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#version 430 core
in vec4 gColor;
in vec2 cenPosTrans;
in float gRad;
out vec4 fColor;
void main()
{
vec2 pos = gl_FragCoord.xy;
float dist = max(0 , 1 - 2 * distance(pos,cenPosTrans) / (gRad));
fColor = vec4( gColor.xyz , pow(gColor.z*dist,2) );
}