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-rw-r--r--src/quickshapes/shaders/radialgradient.frag25
1 files changed, 0 insertions, 25 deletions
diff --git a/src/quickshapes/shaders/radialgradient.frag b/src/quickshapes/shaders/radialgradient.frag
deleted file mode 100644
index 0f503bc0f7..0000000000
--- a/src/quickshapes/shaders/radialgradient.frag
+++ /dev/null
@@ -1,25 +0,0 @@
-uniform sampler2D gradTabTexture;
-uniform lowp float opacity;
-
-uniform highp vec2 focalToCenter;
-uniform highp float centerRadius;
-uniform highp float focalRadius;
-
-varying highp vec2 coord;
-
-void main()
-{
- highp float rd = centerRadius - focalRadius;
- highp float b = 2.0 * (rd * focalRadius + dot(coord, focalToCenter));
- highp float fmp2_m_radius2 = -focalToCenter.x * focalToCenter.x - focalToCenter.y * focalToCenter.y + rd * rd;
- highp float inverse_2_fmp2_m_radius2 = 1.0 / (2.0 * fmp2_m_radius2);
- highp float det = b * b - 4.0 * fmp2_m_radius2 * ((focalRadius * focalRadius) - dot(coord, coord));
- lowp vec4 result = vec4(0.0);
- if (det >= 0.0) {
- highp float detSqrt = sqrt(det);
- highp float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2);
- if (focalRadius + w * (centerRadius - focalRadius) >= 0.0)
- result = texture2D(gradTabTexture, vec2(w, 0.5)) * opacity;
- }
- gl_FragColor = result;
-}