style: shader style fixes
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1a9f17054d
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@ -20,7 +20,7 @@ void main() {
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vec2 center = gl_FragCoord.xy - position - half_size;
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vec2 center = gl_FragCoord.xy - position - half_size;
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float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness);
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float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness);
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float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness);
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float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness);
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// Create an inner circle that isn't as anti-aliased as the outer ring
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// Create an inner circle that isn't as anti-aliased as the outer ring
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float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness);
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float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner);
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@ -8,7 +8,7 @@ uniform float radius;
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void main() {
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void main() {
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vec2 q = abs(gl_FragCoord.xy - position - size) - size + radius;
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vec2 q = abs(gl_FragCoord.xy - position - size) - size + radius;
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float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
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float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, distance);
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, distance);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
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}
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}
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@ -8,7 +8,7 @@ uniform float radius;
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void main() {
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void main() {
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vec2 q = abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius;
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vec2 q = abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius;
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float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
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float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, distance);
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, distance);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
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}
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}
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