22 lines
490 B
Plaintext
22 lines
490 B
Plaintext
#version 120
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#define pi 3.141592653589793238462643383279
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#define twopi (pi * 2.0)
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varying vec2 rcoords;
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varying vec2 uv;
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uniform float progress;
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uniform float dim_factor;
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uniform sampler2D texture;
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void main() {
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vec4 color = texture2D(texture, uv) * gl_Color;
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float ang = atan(rcoords.y, rcoords.x);
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if(ang > -0.5 * pi)
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ang = (ang + 0.5 * pi) / twopi;
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else
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ang = (ang + 2.5 * pi) / twopi;
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if(ang > progress)
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color.a *= dim_factor;
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gl_FragColor = color;
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}
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