diff --git a/shader/twoD/arc.frag b/shader/twoD/arc.frag index 7057e65d9..6235a85be 100644 --- a/shader/twoD/arc.frag +++ b/shader/twoD/arc.frag @@ -5,30 +5,13 @@ in vec2 angles; in vec2 dist; out vec4 fColor; -//uniform float rotation; - void main() { -// vec2 pos = gl_FragCoord.xy; -// float d = distance(pos,cenPosT); -// float dTest = max ( step(gRadOut/2,d) -// , 1 - step(gRadIn/2,d) -// ); -// -// vec2 posDiff = pos - cenPosT; float sa = angles.x; vec2 sv = vec2 (-sin(sa), cos(sa)); -// float saTest = dot(sv,posDiff) >= 0 ? 0 : 1; float ea = angles.y; vec2 ev = vec2 (-sin(ea), cos(ea)); -// float eaTest = dot(ev,posDiff) <= 0 ? 0 : 1; -// float aTest = ea - sa < radians(180) ? max (saTest,eaTest) -// : min (saTest,eaTest); -// -// float onArcTest = max(dTest,aTest); -// -// gl_FragDepth = max(gl_FragCoord.z , onArcTest); - float d = (dist.x * dist.x) + (dist.y * dist.y); + float d = (dist.x * dist.x) + (dist.y * dist.y); if (d > 1 || d < gRadIn || dot(sv, dist) < 0 || dot(ev, dist) > 0) {discard;} fColor = gColor; } diff --git a/shader/twoD/arc.vert b/shader/twoD/arc.vert index 942525aad..ec1a4abb5 100644 --- a/shader/twoD/arc.vert +++ b/shader/twoD/arc.vert @@ -5,15 +5,10 @@ layout (location = 2) in vec4 saEaRadWdth; out vec4 vColor; out vec4 vparams; -uniform vec2 winSize; -uniform float zoom; -uniform vec2 translation; -uniform float rotation; uniform mat4 worldMat; void main() { - //gl_Position = worldMat * vec4(position.xyz,1); gl_Position = vec4(position.xyz,1); vColor = color; vparams = saEaRadWdth;