📄 conical_brush.glsl
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// conical gradient shader#define M_PI 3.14159265358979323846uniform sampler1D palette;uniform float angle;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;/* float val = fmod((atan2(-A.y, A.x) + angle) / (2.0 * M_PI), 1); */ if (abs(A.y) == abs(A.x)) A.y += 0.002; float t = (atan2(-A.y, A.x) + angle) / (2.0 * M_PI); float val = t - floor(t); return texture1D(palette, val);}
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