Crafter.Graphics/FragmentShaderTexture.glsl

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