Files
loop/shader/ellipse.frag
T

27 lines
797 B
GLSL

#version 430 core
in vec4 gColor;
in vec2 gFocusA;
in vec2 gFocusB;
in float gRad;
out vec4 fColor;
//out float gl_FragDepth;
void main()
{
vec2 pos = gl_FragCoord.xy;
// fColor = vec4( gColor.xyz , 0 );
// fColor = vec4( gColor.xyz , 1 - step(distance(pos,cenPos.xy),gRad) );
// fColor = vec4( gColor.xyz , distance(pos,cenPos.xy)/gRad );
// fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
gl_FragDepth = max( gl_FragCoord.z
, step(gRad/2
, distance(pos,gFocusA) + distance(gFocusA,gFocusB)
//+ distance(pos,gFocusB)
)
);
fColor = gColor;
// fColor = vec4 (1,1,1,1);
}
//note it is the fragdepth that stops this from being square