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tbd-station-14/Resources/Shaders/circle_mask.swsl
Víctor Aguilera Puerto 69ca8c2153 Some YAML cleanup (#840)
2020-04-22 17:50:55 +02:00

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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 = 0.05 * res_xy.y;
vec4 layer1 = vec4(vec3(0), 0.0);
vec4 layer2 = circle(uv, center, radius, vec3(0));
COLOR = mix(layer1, layer2, layer2.a);
}