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13 lines
254 B
GLSL
13 lines
254 B
GLSL
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#version 140
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uniform vec2 u_center;
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uniform float u_radius;
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uniform float u_progress;
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out vec4 fragColor;
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void main() {
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float d = smoothstep(0, u_radius, distance(gl_FragCoord.xy, u_center));
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fragColor = vec4(0.0, 0.0, 0.0, d * u_progress);
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}
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