41 lines
1.1 KiB
Plaintext
41 lines
1.1 KiB
Plaintext
const float DS = 0.004; /* Относительное расстояние на котором выполняется сглаживание краёв */
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float random_timed(vec2 uv)
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{
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return fract(sin(dot(uv + TIME, vec2(12.9898, 78.233))) * 43758.5453);
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}
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float smooth_px(float r, float R, float ds)
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{
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return 1.0 - smoothstep(R - ds, R + ds, r);
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}
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void circle_thin(inout vec3 color, vec2 uv, vec2 p, float r, float w, vec3 c, float a)
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{
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float d = distance(uv, p);
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float v0 = r - w;
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float v1 = r + w;
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color += a * sqrt(smoothstep(v1, v0, d) * smoothstep(v0, v1, d) * c);
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}
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void line_r(inout vec4 color, vec2 uv, vec2 center, float theta0, float radius, vec4 c)
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{
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vec2 d = uv - center;
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vec2 p = radius * vec2(cos(theta0 * PI / 180.0), - sin(theta0 * PI / 180.0));
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float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
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color.rgb += c.rgb * smooth_px(l, 1.0, DS) * c.a;
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}
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void rotate_vec2(inout vec2 vert, float a, vec2 pos)
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{
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vert -= pos;
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float sin_a = sin(a);
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float cos_a = cos(a);
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vert *= mat2(vec2(cos_a, sin_a), vec2(-sin_a, cos_a));
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vert += pos;
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}
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