18 lines
387 B
GLSL
18 lines
387 B
GLSL
#version 430 core
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in vec4 gColor;
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in float gRadIn;
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in vec2 angles;
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in vec2 dist;
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out vec4 fColor;
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void main()
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{
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float sa = angles.x;
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vec2 sv = vec2 (-sin(sa), cos(sa));
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float ea = angles.y;
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vec2 ev = vec2 (-sin(ea), cos(ea));
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float d = (dist.x * dist.x) + (dist.y * dist.y);
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if (d > 1 || d < gRadIn || dot(sv, dist) < 0 || dot(ev, dist) > 0) {discard;}
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fColor = gColor;
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}
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