32 lines
483 B
GLSL
32 lines
483 B
GLSL
#include "transform/polar.glsl"
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in float x;
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in float y;
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in float value;
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flat in vec4 vrange;
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out vec4 FragColor;
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void main() {
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vec4 inversed = inverse(x, y);
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if (inversed.x < vrange.x || inversed.x > vrange.z) {
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discard;
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}
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vec4 result = <colormap(value)>;
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if (result.w == 0.0) {
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discard;
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}
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// result = texture(colormap_2, 1.0);
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// vec4 result = vec4(value /10.0, value / 10.0, 1.0, value / 10.0);
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FragColor = result;
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} |