blob: 706ce53e4dcfc5eb1c87de2f9d051748a8058ba1 [file] [log] [blame]
#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;
}