16 lines
343 B
GLSL
16 lines
343 B
GLSL
#version 450
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uniform vec3 tint;
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in vec2 tex_coord;
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out vec4 frag_color;
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void main() {
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float radius = 0.45;
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float thickness = 0.03;
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float dist = distance(tex_coord, vec2(0.5, 0.5));
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float ring = smoothstep(radius - thickness, radius, dist) -
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smoothstep(radius, radius + thickness, dist);
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frag_color = vec4(tint, min(ring, 0.6));
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}
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