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-rw-r--r--src/quickshapes/shaders/radialgradient_core.frag29
1 files changed, 0 insertions, 29 deletions
diff --git a/src/quickshapes/shaders/radialgradient_core.frag b/src/quickshapes/shaders/radialgradient_core.frag
deleted file mode 100644
index 706ce53e4d..0000000000
--- a/src/quickshapes/shaders/radialgradient_core.frag
+++ /dev/null
@@ -1,29 +0,0 @@
-#version 150 core
-
-uniform sampler2D gradTabTexture;
-uniform float opacity;
-
-uniform vec2 focalToCenter;
-uniform float centerRadius;
-uniform float focalRadius;
-
-in vec2 coord;
-
-out vec4 fragColor;
-
-void main()
-{
- float rd = centerRadius - focalRadius;
- float b = 2.0 * (rd * focalRadius + dot(coord, focalToCenter));
- float fmp2_m_radius2 = -focalToCenter.x * focalToCenter.x - focalToCenter.y * focalToCenter.y + rd * rd;
- float inverse_2_fmp2_m_radius2 = 1.0 / (2.0 * fmp2_m_radius2);
- float det = b * b - 4.0 * fmp2_m_radius2 * ((focalRadius * focalRadius) - dot(coord, coord));
- vec4 result = vec4(0.0);
- if (det >= 0.0) {
- float detSqrt = sqrt(det);
- 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 = texture(gradTabTexture, vec2(w, 0.5)) * opacity;
- }
- fragColor = result;
-}