Files
loop/shader/twoD/arc.frag
T

35 lines
956 B
GLSL

#version 430 core
in vec4 gColor;
in float gRadIn;
in vec2 angles;
in vec2 dist;
out vec4 fColor;
//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;
vec2 sv = vec2 (-sin(sa), cos(sa));
// float saTest = dot(sv,posDiff) >= 0 ? 0 : 1;
float ea = angles.y;
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 , onArcTest);
float d = (dist.x * dist.x) + (dist.y * dist.y);
if (d > 1 || d < gRadIn || dot(sv, dist) < 0 || dot(ev, dist) > 0) {discard;}
fColor = gColor;
}