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27 lines
719 B
GLSL
27 lines
719 B
GLSL
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varying vec2 v_circleFactors;
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varying float v_alpha;
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vec4 srcFragment();
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//--------------------------------------------------------------------------------------------------
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/// Fragment Shader - Particle trace comets
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//--------------------------------------------------------------------------------------------------
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void main()
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{
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const vec3 lightDir = vec3(0, 0, 1);
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// Calculate normal from the circle factors
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vec3 N;
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N.xy = vec2(v_circleFactors.x, v_circleFactors.y);
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float mag = dot(N.xy, N.xy);
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if (mag > 1.0) discard;
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N.z = sqrt(1.0 - mag);
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float diffuse = max(0.0, dot(lightDir, N));
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vec3 color = srcFragment().rgb;
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gl_FragColor = vec4(color*diffuse, v_alpha);
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}
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