simplified indicator shader
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1 changed files with 2 additions and 8 deletions
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@ -21,17 +21,11 @@ uniform vec4 back_color;
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varying vec4 TexCoord0;
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bool tc_in_sector(vec2 tc, float fill) {
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float a = tan(PI * (2.0 * fill - 0.5));
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float y = a * (tc.x - 0.5) + 0.5;
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bool f = tc.y < y;
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return tc.x > 0.5 ? (fill > 0.5 ? true : f) : (fill > 0.5 ? !f : false);
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}
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void main(void) {
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vec2 tc = TexCoord0.xy;
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vec4 texel = texture2D(tex, tc);
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tc *= tcfactor;
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texel *= mix(back_color, fill_color, float(tc_in_sector(tc, fill)));
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tc -= vec2(0.5);
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texel *= mix(back_color, fill_color, float(-atan(tc.x,-tc.y) > PI*(2.0*fill-1.0)));
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gl_FragColor = texel;
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}
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