Location renderer custom color, closes #361

This commit is contained in:
Emux
2017-06-11 19:12:59 +03:00
parent 644c83ed69
commit d409aa5b96
5 changed files with 31 additions and 7 deletions

View File

@@ -21,10 +21,11 @@ uniform float u_scale;
uniform float u_phase;
uniform vec2 u_dir;
uniform int u_mode;
uniform vec4 u_color;
void main() {
float len = 1.0 - length(v_tex);
if (u_mode == -1) {
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
gl_FragColor = u_color * len;
} else {
// outer ring
float a = smoothstep(0.0, 2.0 / u_scale, len);
@@ -40,6 +41,6 @@ void main() {
// - multiply by viewshed
// - add center point
a = d * (a - (b + c)) + c;
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;
gl_FragColor = u_color * a;
}
}

View File

@@ -21,10 +21,11 @@ uniform float u_scale;
uniform float u_phase;
uniform vec2 u_dir;
uniform int u_mode;
uniform vec4 u_color;
void main() {
float len = 1.0 - length(v_tex);
if (u_mode == -1) {
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
gl_FragColor = u_color * len;
} else {
// outer ring
float a = smoothstep(0.0, 2.0 / u_scale, len);
@@ -40,6 +41,6 @@ void main() {
// - multiply by viewshed
// - add center point
a = d * (a - (b + c)) + c;
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;
gl_FragColor = u_color * a;
}
}

View File

@@ -21,10 +21,11 @@ uniform float u_scale;
uniform float u_phase;
uniform vec2 u_dir;
uniform int u_mode;
uniform vec4 u_color;
void main() {
float len = 1.0 - length(v_tex);
if (u_mode == -1) {
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
gl_FragColor = u_color * len;
} else {
// outer ring
float a = smoothstep(0.0, 2.0 / u_scale, len);
@@ -40,6 +41,6 @@ void main() {
// - multiply by viewshed
// - add center point
a = max(d, (a - (b + c)) + c) + (u_mode == 2 ? c : 0);
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;
gl_FragColor = u_color * a;
}
}