Implement arc rendering, works for increasing angle difference < 2pi
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+3
-4
@@ -5,15 +5,14 @@ in float gRad;
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out vec4 fColor;
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out float gl_FragDepth;
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uniform vec2 winSize;
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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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// 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 = vec4( 0.5,0,0 , 1 );
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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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