Update shader for android
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@@ -1,17 +1,17 @@
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#version 100
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#version 300 es
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precision mediump float;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 finalColor;
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uniform vec3 color;
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uniform float sun_radius;
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uniform float start_transperency;
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vec2 offset = vec2(1.0, 1.0);
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float sun_end = 1.0;
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float start_transparency = 0.40f;
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float sun_radius = 0.6f;
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float sun_end = 1.0f;
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void main()
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{
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@@ -20,17 +20,13 @@ void main()
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float radius = length(offset);
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if(radius < sun_radius){
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gl_FragColor = vec4(color, 1.0);
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finalColor = vec4(color, 1.0);
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}else if(radius < sun_end){
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float gradient = radius;
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gradient -= sun_radius;
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gradient = gradient / (sun_end - sun_radius) * start_transperency;
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gl_FragColor = vec4(color, start_transperency - gradient);
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gradient = gradient / 0.4f * start_transparency;
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finalColor = vec4(color, start_transparency - gradient);
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}else{
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gl_FragColor = vec4(color, 0.0);
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finalColor = vec4(color, 0.0);
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}
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}
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}
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@@ -5,9 +5,10 @@ in vec4 fragColor;
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out vec4 finalColor;
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uniform vec3 color;
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uniform float sun_radius;
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uniform float start_transperency;
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vec2 offset = vec2(1.0f, 1.0f);
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vec2 offset = vec2(1.0, 1.0);
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float start_transparency = 0.40f;
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float sun_radius = 0.6f;
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float sun_end = 1.0f;
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void main()
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@@ -20,8 +21,8 @@ void main()
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}else if(radius < sun_end){
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float gradient = radius;
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gradient -= sun_radius;
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gradient = gradient / (sun_end - sun_radius) * start_transperency;
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finalColor = vec4(color, start_transperency - gradient);
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gradient = gradient / 0.4f * start_transparency;
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finalColor = vec4(color, start_transparency - gradient);
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}else{
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finalColor = vec4(color, 0.0f);
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}
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