GLES2: Content shader stuff (possibly unfinished)
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@@ -1,17 +1,17 @@
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vec4 circle(in vec2 uv, in vec2 pos, float rad, in vec3 color) {
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float d = length(pos - uv) - rad;
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float t = clamp(d, 0.0, 1.0);
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highp vec4 circle(in highp vec2 uv, in highp vec2 pos, highp float rad, in highp vec3 color) {
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highp float d = length(pos - uv) - rad;
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highp float t = clamp(d, 0.0, 1.0);
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return vec4(color, t);
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}
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void fragment(){
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vec2 uv = FRAGCOORD.xy;
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vec2 res_xy = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
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vec2 center = res_xy*0.5;
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float radius = 0.05 * res_xy.y;
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highp vec2 uv = FRAGCOORD.xy;
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highp vec2 res_xy = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
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highp vec2 center = res_xy*0.5;
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highp float radius = 0.05 * res_xy.y;
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vec4 layer1 = vec4(vec3(0), 0.0);
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highp vec4 layer1 = vec4(vec3(0.0), 0.0);
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vec4 layer2 = circle(uv, center, radius, vec3(0));
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highp vec4 layer2 = circle(uv, center, radius, vec3(0.0));
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COLOR = mix(layer1, layer2, layer2.a);
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}
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}
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