/* Copyright (C) 2022 kichikuou * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, see . */ uniform vec2 center; uniform float start_angle; uniform float angle; uniform vec4 color; const float PI = 3.14159265358979323846; in vec2 tex_coord; out vec4 frag_color; void main() { vec2 p = tex_coord - center; float a = atan(p.y, p.x); a = mod(a - start_angle, 2.0 * PI); if (a > angle) discard; frag_color = color; }