Mar 2nd, 2024
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2.
3.
4. float shape_polygon(vec2 uv, float sides, float size, float edge) {
5.     uv = 2.0*uv-1.0;
6.     edge = max(edge, 1.0e-8);
7.     float angle = atan(uv.x, uv.y)+3.14159265359;
8.     float slice = 6.28318530718/sides;
9.     return clamp((1.0-(cos(floor(0.5+angle/slice)*slice-angle)*length(uv))/size)/edge, 0.0, 1.0);
10. }
11.
12.
13. vec2 transform2_clamp(vec2 uv) {
14.     return clamp(uv, vec2(0.0), vec2(1.0));
15. }
16.
17. vec2 transform2(vec2 uv, vec2 translate, float rotate, vec2 scale) {
18.     vec2 rv;
19.     uv -= translate;
20.     uv -= vec2(0.5);
21.     rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y;
22.     rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y;
23.     rv /= scale;
24.     rv += vec2(0.5);
25.     return rv;
26. }
27.
28.
29. uniform float width = 0.1;
30. uniform float lenght = 0.4;
31. uniform float spread = 0.265;
32.
33. const float p_o166635_translate_y = 0.000000000;
34. const float p_o166635_rotate = 90.000000000;
35.
36. const float p_o68924_sides = 4.000000000;
37. const float p_o68924_radius = 0.990000000;
38. const float p_o68924_edge = 0.000000000;
39. const float p_o262102_translate_y = 0.000000000;
40. const float p_o262102_rotate = 90.000000000;
41. const float p_o262105_sides = 4.000000000;
42. const float p_o262105_radius = 0.990000000;
43. const float p_o262105_edge = 0.000000000;
44. const float p_o329162_translate_x = 0.000000000;
45. const float p_o329162_rotate = 0.000000000;
46. const float p_o329171_sides = 4.000000000;
47. const float p_o329171_radius = 0.990000000;
48. const float p_o329171_edge = 0.000000000;
49. const float p_o329165_translate_x = 0.000000000;
50. const float p_o329165_rotate = 0.000000000;
51. const float p_o329168_sides = 4.000000000;
52. const float p_o329168_radius = 0.990000000;
53. const float p_o329168_edge = 0.000000000;
54.
55. void fragment() {
56. float o68924_0_1_f = shape_polygon((transform2_clamp(transform2((UV), vec2(spread*(2.0*1.0-1.0), p_o166635_translate_y*(2.0*1.0-1.0)), p_o166635_rotate*0.01745329251*(2.0*1.0-1.0), vec2(width*(2.0*1.0-1.0), lenght*(2.0*1.0-1.0))))), p_o68924_sides, p_o68924_radius*1.0, p_o68924_edge*1.0);
57. vec4 o166635_0_1_rgba = vec4(vec3(o68924_0_1_f), 1.0);
58. float o262105_0_1_f = shape_polygon((transform2_clamp(transform2((UV), vec2(-spread*(2.0*1.0-1.0), p_o262102_translate_y*(2.0*1.0-1.0)), p_o262102_rotate*0.01745329251*(2.0*1.0-1.0), vec2(width*(2.0*1.0-1.0), lenght*(2.0*1.0-1.0))))), p_o262105_sides, p_o262105_radius*1.0, p_o262105_edge*1.0);
59. vec4 o262102_0_1_rgba = vec4(vec3(o262105_0_1_f), 1.0);
60. float o329171_0_1_f = shape_polygon((transform2_clamp(transform2((UV), vec2(p_o329162_translate_x*(2.0*1.0-1.0), spread*(2.0*1.0-1.0)), p_o329162_rotate*0.01745329251*(2.0*1.0-1.0), vec2(width*(2.0*1.0-1.0), lenght*(2.0*1.0-1.0))))), p_o329171_sides, p_o329171_radius*1.0, p_o329171_edge*1.0);
61. vec4 o329162_0_1_rgba = vec4(vec3(o329171_0_1_f), 1.0);
62. float o329168_0_1_f = shape_polygon((transform2_clamp(transform2((UV), vec2(p_o329165_translate_x*(2.0*1.0-1.0), -spread*(2.0*1.0-1.0)), p_o329165_rotate*0.01745329251*(2.0*1.0-1.0), vec2(width*(2.0*1.0-1.0), lenght*(2.0*1.0-1.0))))), p_o329168_sides, p_o329168_radius*1.0, p_o329168_edge*1.0);
63. vec4 o329165_0_1_rgba = vec4(vec3(o329168_0_1_f), 1.0);
64. float o293599_0_h = 0.0;
65. int o293599_0_i = 0;
66.
67. float o293599_0_h1 = (dot((o166635_0_1_rgba).rgb, vec3(1.0))/3.0);
68. if (o293599_0_h1 > o293599_0_h) {
69.     o293599_0_h = o293599_0_h1;
70.     o293599_0_i = 1;
71. }
72.
73. float o293599_0_h2 = (dot((o262102_0_1_rgba).rgb, vec3(1.0))/3.0);
74. if (o293599_0_h2 > o293599_0_h) {
75.     o293599_0_h = o293599_0_h2;
76.     o293599_0_i = 2;
77. }
78.
79. float o293599_0_h3 = (dot((o329162_0_1_rgba).rgb, vec3(1.0))/3.0);
80. if (o293599_0_h3 > o293599_0_h) {
81.     o293599_0_h = o293599_0_h3;
82.     o293599_0_i = 3;
83. }
84.
85. float o293599_0_h4 = (dot((o329165_0_1_rgba).rgb, vec3(1.0))/3.0);
86. if (o293599_0_h4 > o293599_0_h) {
87.     o293599_0_h = o293599_0_h4;
88.     o293599_0_i = 4;
89. }
90. float o293599_0_1_f = o293599_0_h;
91.     COLOR = vec4(vec3(o293599_0_1_f), o293599_0_1_f);
92. }
93.
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