Location shaders: check no rotation, fixes #321

This commit is contained in:
Emux
2017-03-05 12:09:53 +02:00
parent f061e06d94
commit 320ce5b44d
5 changed files with 32 additions and 28 deletions

View File

@@ -22,7 +22,7 @@ uniform float u_phase;
uniform vec2 u_dir;
void main() {
float len = 1.0 - length(v_tex);
if (u_dir.x == 0.0 && u_dir.y == 0.0){
if (u_dir.x == 0.0 && u_dir.y == 0.0) {
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
} else {
// outer ring

View File

@@ -22,7 +22,7 @@ uniform float u_phase;
uniform vec2 u_dir;
void main() {
float len = 1.0 - length(v_tex);
if (u_dir.x == 0.0 && u_dir.y == 0.0){
if (u_dir.x == 0.0 && u_dir.y == 0.0) {
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
} else {
// outer ring

View File

@@ -22,19 +22,23 @@ uniform float u_phase;
uniform vec2 u_dir;
void main() {
float len = 1.0 - length(v_tex);
// outer ring
float a = smoothstep(0.0, 2.0 / u_scale, len);
// inner ring
float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);
// center point
float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));
vec2 dir = normalize(v_tex);
float d = dot(dir, u_dir);
// 0.5 width of viewshed
d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);
// - subtract inner from outer to create the outline
// - multiply by viewshed
// - add center point
a = max(d, (a - (b + c)) + c);
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;
if (u_dir.x == 0.0 && u_dir.y == 0.0) {
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
} else {
// outer ring
float a = smoothstep(0.0, 2.0 / u_scale, len);
// inner ring
float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);
// center point
float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));
vec2 dir = normalize(v_tex);
float d = dot(dir, u_dir);
// 0.5 width of viewshed
d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);
// - subtract inner from outer to create the outline
// - multiply by viewshed
// - add center point
a = max(d, (a - (b + c)) + c);
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;
}
}