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24
extracted/assets/minecraft/shaders/include/common.glsl
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24
extracted/assets/minecraft/shaders/include/common.glsl
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float rdist(vec2 pos, vec2 size, vec4 radius) {
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radius.xy = (pos.x > 0.0) ? radius.xy : radius.wz;
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radius.x = (pos.y > 0.0) ? radius.x : radius.y;
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vec2 v = abs(pos) - size + radius.x;
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return min(max(v.x, v.y), 0.0) + length(max(v, 0.0)) - radius.x;
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}
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float ralpha(vec2 size, vec2 coord, vec4 radius, float smoothness) {
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vec2 center = size * 0.5;
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float dist = rdist(center - (coord * size), center - 1.0, radius);
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return 1.0 - smoothstep(1.0 - smoothness, 1.0, dist);
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}
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const vec2[4] RECT_VERTICES_COORDS = vec2[] (
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vec2(0.0, 0.0),
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vec2(0.0, 1.0),
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vec2(1.0, 1.0),
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vec2(1.0, 0.0)
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);
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vec2 rvertexcoord(int id) {
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return RECT_VERTICES_COORDS[id % 4];
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}
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