2025-05-07 19:21:51 +02:00
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/*
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Crafter®.Graphics
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Copyright (C) 2025 Catcrafts®
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Catcrafts.net
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3.0 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#version 450
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layout(location = 0) in vec2 fragUV;
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layout(location = 0) out vec4 outColor;
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layout(set = 1, binding = 0) uniform sampler2D texSampler;
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void main()
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{
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outColor = texture(texSampler, fragUV);
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2025-05-07 23:49:31 +02:00
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}
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/*
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float getFilledAlpha(vec2 uv, vec2 center, float radius, float fillAmount) {
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vec2 dir = uv - center;
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float dist = length(dir);
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// If outside the circle, return 0
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if (dist > radius)
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return 0.0;
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// Normalize direction vector and compute angle
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float angle = atan(dir.y, dir.x); // atan returns from -PI to PI
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if (angle < 0.0) angle += 2.0 * 3.14159265359; // Convert to 0 to 2PI
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float filledAngle = fillAmount * 2.0 * 3.14159265359;
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// If the point is within the filled angle, return 1
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if (angle <= filledAngle)
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return 1.0;
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return 0.0;
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}
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*/
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/*
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float getFilledAlphaAA(vec2 uv, vec2 center, float radius, float fillAmount, float edgeSoftness) {
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vec2 dir = uv - center;
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float dist = length(dir);
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// If completely outside the circle, return 0
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if (dist > radius + edgeSoftness)
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return 0.0;
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// Normalize direction vector and compute angle
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float angle = atan(dir.y, dir.x); // -PI to PI
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if (angle < 0.0) angle += 2.0 * 3.14159265359; // Convert to 0 to 2PI
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float filledAngle = fillAmount * 2.0 * 3.14159265359;
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// Calculate smooth edge for radius
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float radiusAlpha = 1.0 - smoothstep(radius, radius + edgeSoftness, dist);
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// Calculate smooth edge for angle
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float angleAlpha = smoothstep(filledAngle - 0.02, filledAngle + 0.02, angle); // 0.02 rad ~ edge softness
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return radiusAlpha * angleAlpha;
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}
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*/
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