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Hazel/Editor/assets/shaders/Renderer2D_circle.glsl

73 lines
1.5 KiB
GLSL

// Basic circle Texture Shader
#type vertex
#version 450 core
layout(location = 0) in vec3 a_WorldPosition;
layout(location = 1) in vec3 a_LocalPosition;
layout(location = 2) in vec4 a_Color;
layout(location = 3) in float a_Thickness;
layout(location = 4) in float a_Fade;
layout(location = 5) in int a_EntityID;
layout(std140, binding = 0) uniform Camera
{
mat4 u_ViewProjection;
};
struct VertexOutput
{
vec3 LocalPosition;
vec4 Color;
float Thickness;
float Fade;
};
layout (location = 0) out VertexOutput Output;
layout (location = 4) out flat int v_EntityID;
void main()
{
Output.LocalPosition = a_LocalPosition;
Output.Color = a_Color;
Output.Thickness = a_Thickness;
Output.Fade = a_Fade;
v_EntityID = a_EntityID;
gl_Position = u_ViewProjection * vec4(a_WorldPosition, 1.0);
}
#type fragment
#version 450 core
layout(location = 0) out vec4 o_Color;
layout(location = 1) out int o_EntityID;
struct VertexOutput
{
vec3 LocalPosition;
vec4 Color;
float Thickness;
float Fade;
};
layout (location = 0) in VertexOutput Input;
layout (location = 4) in flat int v_EntityID;
void main()
{
float distance = 1.0f - length(Input.LocalPosition);
float circle = smoothstep(0.0f, Input.Fade, distance);
circle *= smoothstep(Input.Thickness + Input.Fade, Input.Thickness, distance);
if(circle == 0.0f)
discard;
o_Color = Input.Color;
o_Color.a *= circle;
o_EntityID = v_EntityID;
}