Files
tbd-station-14/Resources/Textures/Shaders/world_gradient_circle.swsl
metalgearsloth 816ee2e1ab Gateway destinations (#21040)
* Gateway generation

* Gateway stuff

* gatewehs

* mercenaries

* play area

* Range fixes and tweaks

* weh

* Gateway UI polish

* Lots of fixes

* Knock some items off

* Fix dungeon spawning

Realistically we should probably be using a salvage job.

* wahwah

* wehvs

* expression

* weh

* eee

* a

* a

* WEH

* frfr

* Gatwey

* Fix gateway windows

* Fix gateway windows

* a

* a

* Better layer masking

* a

* a

* Noise fixes

* a

* Fix fractal calculations

* a

* More fixes

* Fixes

* Add layers back in

* Fixes

* namespaces and ftl

* Other TODO

* Fix distance

* Cleanup

* Fix test
2023-11-14 19:23:40 -07:00

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// Has 2 circles, an inner one that is unaffected and an outer one.
light_mode unshaded;
const highp vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
// Position of the center in pixel terms.
uniform highp vec2 position;
uniform highp float maxRange;
uniform highp float minRange;
uniform highp float bufferRange;
uniform highp float gradient;
void fragment() {
highp float distance = length(FRAGCOORD.xy - position);
if (distance > maxRange) {
discard;
}
else if (distance < minRange) {
COLOR = color;
}
else {
highp float ratio = 1.0 - pow((distance - minRange) / bufferRange, gradient);
COLOR = vec4(color.x, color.y, color.z, ratio);
}
}