2024-09-30 12:06:51 +02:00

38 lines
942 B
GLSL

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;
}