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Jun 17th, 2019
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  1. varying vec4 pos;
  2. uniform sampler2D texture;
  3. uniform float kat;
  4.  
  5. void main(void){
  6.  
  7. vec2 A=vec2(-1.0,1.0);
  8. vec2 B=vec2( 0.0,-1.0);
  9. vec2 C=vec2( 0.0, 1.0);
  10. vec2 D=vec2( 1.0, -1.0);
  11.  
  12. float a1=(A.y-B.y)/(A.x-B.x);
  13. float b1=A.y-A.x*a1;
  14.  
  15. float a3=(C.y-D.y)/(C.x-D.x);
  16. float b3=C.y-C.x*a3;
  17.  
  18. float pi=3.14159265;
  19. float y=(pos.y+1.0)/2.0+radians(kat);
  20.  
  21. vec4 grad=vec4(sin(y*pi*2.0), 0.0, 0.0, 1.0);
  22.  
  23. vec4 alfa=vec4(0.5);
  24.  
  25. if(pos.y>pos.x*a1+b1 && pos.y<pos.x*a3+b3)
  26. gl_FragColor=alfa;
  27.  
  28. if(pos.y<pos.x*a1+b1 || pos.y>pos.x*a3+b3)
  29. gl_FragColor=grad;
  30. }
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