Location renderer improvements #321
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@@ -20,9 +20,10 @@ varying vec2 v_tex;
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uniform float u_scale;
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uniform float u_phase;
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uniform vec2 u_dir;
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uniform int u_mode;
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void main() {
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float len = 1.0 - length(v_tex);
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if (u_dir.x == 0.0 && u_dir.y == 0.0) {
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if (u_mode == 1) {
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gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
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} else {
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// outer ring
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@@ -20,9 +20,10 @@ varying vec2 v_tex;
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uniform float u_scale;
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uniform float u_phase;
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uniform vec2 u_dir;
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uniform int u_mode;
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void main() {
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float len = 1.0 - length(v_tex);
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if (u_dir.x == 0.0 && u_dir.y == 0.0) {
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if (u_mode == 1) {
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gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
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} else {
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// outer ring
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@@ -20,9 +20,10 @@ varying vec2 v_tex;
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uniform float u_scale;
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uniform float u_phase;
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uniform vec2 u_dir;
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uniform int u_mode;
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void main() {
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float len = 1.0 - length(v_tex);
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if (u_dir.x == 0.0 && u_dir.y == 0.0) {
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if (u_mode == 1) {
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gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
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} else {
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// outer ring
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@@ -34,11 +35,11 @@ void main() {
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vec2 dir = normalize(v_tex);
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float d = dot(dir, u_dir);
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// 0.5 width of viewshed
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d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);
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d = clamp(smoothstep(0.7, 0.7 + 2.0 / u_scale, d) * len, 0.0, 1.0);
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// - subtract inner from outer to create the outline
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// - multiply by viewshed
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// - add center point
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a = max(d, (a - (b + c)) + c);
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a = max(d, (a - (b + c)) + c) + (u_mode == 2 ? c : 0);
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gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;
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}
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}
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