Files
loop/shader/arc.frag
T

36 lines
941 B
GLSL

#version 430 core
in vec4 gColor;
in vec2 cenPosT;
in float gRadIn;
in float gRadOut;
in vec2 angles;
out vec4 fColor;
out float gl_FragDepth;
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 - rotation;
vec2 sv = vec2 (-sin(sa), cos(sa));
float saTest = dot(sv,posDiff) >= 0 ? 0 : 1;
float ea = angles.y - rotation;
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 , step(gRadOut/2,distance(pos,cenPosT)));
gl_FragDepth = max(gl_FragCoord.z , onArcTest);
fColor = gColor;
}