Files
loop/shader/bezierQuad.frag
T

31 lines
677 B
GLSL

#version 430 core
in vec4 gColor;
in vec3 gBoundingBox;
out vec4 fColor;
float x = gBoundingBox.x;
float y = gBoundingBox.y;
float z = gBoundingBox.z;
float w = 0.1;
float f (float a, float b)
{
float c = 1 / (1 - 2*b) ;
return c * (a - 0.5) + 0.5 ;
}
void main()
{
//float d = x - y - 1 + 2* sqrt(y);
float d = sqrt(x) + sqrt(y) - 1;
float e = sqrt(f(x,w)) + sqrt(f(y,w)) - 1;
if ( d < 0 || e > 0) { discard; }
fColor = gColor;
// if ( d < 0) { fColor = vec4 (0,1,0,1); }
// if ( e > 0) { fColor = vec4 (0,0,1,1); }
// if ( d < z*z*0.0 || d > z*z*0.1+ 0.5) { fColor = vec4 (0,1,0,1); }
// if ( d < -0.1 || d > 0.1) { fColor = vec4 (0,0,1,1); }
}