Location renderer custom color, closes #361
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@@ -21,10 +21,11 @@ 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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uniform vec4 u_color;
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void main() {
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float len = 1.0 - length(v_tex);
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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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gl_FragColor = u_color * len;
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} else {
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// outer ring
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float a = smoothstep(0.0, 2.0 / u_scale, len);
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@@ -40,6 +41,6 @@ void main() {
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// - multiply by viewshed
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// - add center point
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a = d * (a - (b + c)) + c;
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gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;
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gl_FragColor = u_color * a;
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}
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}
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@@ -21,10 +21,11 @@ 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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uniform vec4 u_color;
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void main() {
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float len = 1.0 - length(v_tex);
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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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gl_FragColor = u_color * len;
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} else {
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// outer ring
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float a = smoothstep(0.0, 2.0 / u_scale, len);
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@@ -40,6 +41,6 @@ void main() {
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// - multiply by viewshed
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// - add center point
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a = d * (a - (b + c)) + c;
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gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;
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gl_FragColor = u_color * a;
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}
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}
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@@ -21,10 +21,11 @@ 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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uniform vec4 u_color;
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void main() {
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float len = 1.0 - length(v_tex);
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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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gl_FragColor = u_color * len;
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} else {
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// outer ring
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float a = smoothstep(0.0, 2.0 / u_scale, len);
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@@ -40,6 +41,6 @@ void main() {
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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) + (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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gl_FragColor = u_color * a;
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}
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}
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