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1#version 330 core
2
3uniform float time;
4uniform vec2 resolution;
5uniform vec2 mouse;
6
7out vec4 color;
8
9float
10quadratic_bezier (float x, vec2 a)
11{
12 float epsilon = 0.00001;
13 a.x = clamp (a.x, 0, 1);
14 a.y = clamp (a.y, 0, 1);
15 if (a.x == .5)
16 a += epsilon;
17
18 // solve t from x (an inverse operation)
19 float om2a = 1 - 2*a.x;
20 float t = (sqrt (a.x*a.x + om2a*x) - a.x)/om2a;
21 float y = (1 - 2*a.y)*(t*t) + 2*a.y*t;
22 return y;
23}
24
25float
26line_segment (vec2 p, vec2 a, vec2 b)
27{
28 vec2 pa = p - a;
29 vec2 ba = b - a;
30 float h = clamp (dot (pa, ba)/dot (ba, ba), 0, 1);
31 return smoothstep (0, 1/resolution.x, length (pa - ba*h));
32}
33
34void
35main ()
36{
37 vec2 st = gl_FragCoord.xy/resolution;
38 float px = 1/resolution.y;
39
40 // control point
41 // vec2 cp = mouse/resolution;
42 vec2 cp = vec2 (cos (time), sin (time))*0.45 + 0.5;
43 float l = quadratic_bezier(st.x, cp);
44 vec3 c = vec3 (smoothstep (l, l + px, st.y));
45
46 // draw control point
47 c = mix (vec3 (.5), c, line_segment (st, vec2 (0), cp));
48 c = mix (vec3 (.5), c, line_segment (st, vec2 (1), cp));
49 float d = distance (cp, st);
50 c = mix (vec3 (1, 0, 0), c, smoothstep (.01, .01 + px, d));
51
52 color = vec4 (c, 1);
53}