26 lines
833 B
GLSL

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
// transmit from the vertex shader
varying vec2 v_propPos;
uniform vec4 EW_background;
uniform vec4 EW_foreground;
uniform vec4 EW_border;
void main(void) {
// vec2 circleMode = smoothstep(ratioLow, ratio, positionCenter)*(S_roundedRatio+S_sizePadding);
// Calculate the distance of the radius
float tmpDist = sqrt(dot(v_propPos,v_propPos));
// Generate the internal rampe for the the imput drawing
float tmpVal = smoothstep(0.6, 0.7, tmpDist);
// set Background
gl_FragColor = mix(EW_foreground, EW_background, tmpVal);
// Generate the internal rampe for the the imput drawing
float tmpValBorder = 0.7 - abs(tmpDist - 0.7);
float tmpBorder = smoothstep(0.5, 0.7, tmpValBorder);
// set Border
gl_FragColor = mix(gl_FragColor, EW_border, tmpBorder);
}