varying lowp vec2 coord; uniform lowp vec4 color; uniform lowp float spreadRadius; uniform lowp float blurRadius; uniform lowp float opacity; /* arc.xy: cos/sin of the angle of the midpoint arc.zw: cos/sin of the angle between midpoint/endpoint */ uniform lowp vec4 arc; mat2 rotation( vec2 v ) { return mat2( v.x, -v.y, v.y, v.x ); } void main() { float radius = 0.5 - blurRadius - spreadRadius; float dist = abs( length( coord ) - radius ) - spreadRadius; if ( ( arc.z < 1.0 ) && ( dist < 1.0 ) ) { vec2 v = coord * rotation( arc.xy ); // x-axial symmetric v.y = abs( v.y ); v *= rotation( arc.wz ); // end point at 90° if ( v.x < 0.0 ) { v.y = max( 0.0, abs( v.y - radius ) - spreadRadius ); dist = max( dist, length( v ) ); } } float a = 1.0 - smoothstep( 0.0, blurRadius, dist ); gl_FragColor = color * a * opacity; }