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tbd-station-14/Resources/Shaders/gradientcirclemask.swsl
2019-06-23 13:44:39 +02:00

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uniform float percentagedistanceshow = 0.05;
uniform float gradientfalloffwidth = 3.0;
vec4 circle(in vec2 uv, in vec2 pos, float rad, in vec3 color) {
float d = length(pos - uv) - rad;
float t = clamp(d, 0.0, 1.0);
return vec4(color, t);
}
void fragment() {
vec2 uv = FRAGCOORD.xy;
vec2 res_xy = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
vec2 center = res_xy*0.5;
float radius = percentagedistanceshow * res_xy.y;
vec4 grad = vec4(0.8 - length( uv - center )/res_xy.y * gradientfalloffwidth);
vec4 layer1 = vec4(vec3(255.0),0.0);
vec4 layer2 = circle(uv, center, radius, grad.rgb);
COLOR = mix(layer1, layer2, layer2.a);
}