* First commit * Lockers * Lockers electric boogaloo * Crates and Lockers * Almost finishing the Textures folder * Updating texture paths. Reminder to fix: * Lockers * Windows * Vending Machines * APC * Catwalks * Bedsheets and Cloaks * Status effects * dont know what happened here * Commit before merge * re-organizing * Lockers broken * Commit before merge * Submodule * renaming * Fixing most issues * forgot these ones * Updating submodule * typo * Fixing some paths * fixing some paths * updating submodule * (hopefully) fixing the submodule
17 lines
492 B
Plaintext
17 lines
492 B
Plaintext
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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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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vec4 layer1 = vec4(vec3(0), 0.0);
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vec4 layer2 = circle(uv, center, radius, vec3(0));
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COLOR = mix(layer1, layer2, layer2.a);
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} |