GLES2: Content shader stuff (possibly unfinished)
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@@ -1,25 +1,25 @@
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light_mode unshaded;
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const float PI = 3.14159265;
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const highp float PI = 3.14159265;
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uniform float progress = 0.0;
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uniform highp float progress;
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void fragment() {
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vec4 col = texture(TEXTURE, UV);
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vec2 center = vec2(0.5,0.5);
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vec2 delta = UV.xy - center;
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highp vec4 col = texture2D(TEXTURE, UV);
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highp vec2 center = vec2(0.5,0.5);
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highp vec2 delta = UV.xy - center;
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float angle = atan(delta.x, -delta.y) + PI;
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highp float angle = atan(delta.x, -delta.y) + PI;
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float dist = length(delta);
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float dist_fwidth = fwidth(dist) * 0.67;
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highp float dist = length(delta);
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highp float dist_fwidth = fwidth(dist) * 0.67;
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float dist_alpha = smoothstep(0.1-dist_fwidth, 0.1, abs(dist-0.35));
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highp float dist_alpha = smoothstep(0.1-dist_fwidth, 0.1, abs(dist-0.35));
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float angle_delta = (progress * PI * 2) - angle;
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float arc_length = angle_delta * dist;
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highp float angle_delta = (progress * PI * 2.0) - angle;
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highp float arc_length = angle_delta * dist;
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float angle_alpha = progress > 0 ? smoothstep(dist_fwidth, 0.0, arc_length) : 0.0;
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highp float angle_alpha = progress > 0 ? smoothstep(dist_fwidth, 0.0, arc_length) : 0.0;
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COLOR = vec4(col.xyz, 1-max(dist_alpha, angle_alpha));
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}
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}
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