📄 radial_brush.glsl
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uniform sampler1D palette;uniform vec2 fmp;uniform float fmp2_m_radius2;uniform vec3 inv_matrix_m0;uniform vec3 inv_matrix_m1;uniform vec3 inv_matrix_m2;vec4 brush(){ mat3 mat; mat[0] = inv_matrix_m0; mat[1] = inv_matrix_m1; mat[2] = inv_matrix_m2; vec3 hcoords = mat * vec3(gl_FragCoord.xy, 1); vec2 A = hcoords.xy / hcoords.z; vec2 B = fmp; float a = fmp2_m_radius2; float b = 2.0*dot(A, B); float c = -dot(A, A); float val = (-b + sqrt(b*b - 4.0*a*c)) / (2.0*a); return texture1D(palette, val);}
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