Files
2021-11-08 21:46:09 -08:00

47 lines
1.1 KiB
GLSL

#version 330
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float reflectiveness;
uniform float gloss;
uniform float shadow;
uniform float anti_alias_width;
uniform float focal_distance;
uniform float glow_factor;
in vec4 color;
in float radius;
in vec2 center;
in vec2 point;
out vec4 frag_color;
#INSERT finalize_color.glsl
void main() {
vec2 diff = point - center;
float dist = length(diff);
float signed_dist = dist - radius;
if (signed_dist > 0.5 * anti_alias_width){
discard;
}
frag_color = color;
if(gloss > 0 || shadow > 0){
vec3 normal = vec3(diff / radius, sqrt(1 - (dist * dist) / (radius * radius)));
frag_color = finalize_color(
frag_color,
vec3(point.xy, 0.0),
normal,
light_source_position,
camera_position,
reflectiveness,
gloss,
shadow
);
}
if(glow_factor > 0){
frag_color.a *= pow(1 - dist / radius, glow_factor);
}
frag_color.a *= smoothstep(0.5, -0.5, signed_dist / anti_alias_width);
}