#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; }