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76 lines
2.5 KiB
GLSL

#ifdef GL_ES
precision mediump float;
#endif
const float TWOPI = 6.28318548;
const float PI = 3.14159274;
const float RING_FUDGE_FACTOR = 0.05;
const float GLOW_OVERSHOOT = 0.3;
uniform vec2 m_CenterPos;
uniform float m_OuterRadius;
uniform float m_InnerRadius;
uniform float m_OuterGlowRadius;
uniform float m_InnerGlowRadius;
uniform float m_Alpha;
uniform vec4 m_RingForegroundColour;
uniform vec4 m_RingBackgroundColour;
uniform vec4 m_GlowColour; // Normalized
uniform float m_Progress;
varying vec2 v_Position;
/**
* Returns 1.0 if m_InnerRadius < dist < m_OuterRadius.
*/
float isRing(float dist)
{
return smoothstep(m_InnerRadius, m_InnerRadius + 1.0, dist)
* smoothstep(m_OuterRadius, m_OuterRadius - 1.0, dist);
}
/**
* If m_InnerGlowRadius < dist < m_InnerRadius || m_OuterRadius < dist < m_OuterGlowRadius
* returns the linear interpolation of the glow bewteen those bounds.
* Returns 0 if no glow.
*/
float isGlow(float dist)
{
return smoothstep(m_InnerGlowRadius, m_InnerRadius, dist) // Before the ring
* clamp(1.0 - isRing(dist), 0.0, 1.0) // During the ring
* smoothstep(m_OuterGlowRadius, m_OuterRadius, dist); // After the ring
}
void main(void)
{
// Radius from the center
float dist = distance(v_Position, m_CenterPos);
// Top of area is at -PI / PI, bottom is 0
float angle = atan(v_Position.x - m_CenterPos.x, v_Position.y - m_CenterPos.y);
float startAngle = (0.5 - m_Progress) * TWOPI;
// Glow and AA reduction once the ring is too small
float reduction = smoothstep(PI, PI - GLOW_OVERSHOOT, startAngle);
float activeRingAmount = smoothstep(startAngle - reduction * RING_FUDGE_FACTOR, startAngle, angle);
float activeGlowAmount = max(smoothstep(startAngle - GLOW_OVERSHOOT, startAngle + GLOW_OVERSHOOT, angle), // Start
smoothstep(-PI + GLOW_OVERSHOOT, -PI - GLOW_OVERSHOOT, angle)) // Top (left)
* reduction * smoothstep(PI + GLOW_OVERSHOOT / 2.0, PI - GLOW_OVERSHOOT / 2.0, angle); // Top (right)
activeGlowAmount += max(0.0, (1.0 - activeGlowAmount) * smoothstep(0.9, 1.0, m_Progress));
// Todo: Probably make darkening uniforms
vec4 glowColour = isGlow(dist) * (activeGlowAmount + (1.0 - activeGlowAmount) * 0.2) * m_GlowColour;
vec4 ringColour = isRing(dist) * (activeRingAmount * m_RingForegroundColour + (1.0 - activeRingAmount) * m_RingBackgroundColour);
gl_FragColor = (ringColour + glowColour) * m_Alpha;
//Todo: Discard fragments? idk...
}