orcaslicer/resources/shaders/options_120.fs

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#version 120
uniform vec3 uniform_color;
void main()
{
vec2 pos = gl_PointCoord - vec2(0.5, 0.5);
float sq_radius = pos.x * pos.x + pos.y * pos.y;
if (sq_radius > 0.25)
discard;
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else if ((sq_radius < 0.005625) || (sq_radius > 0.180625))
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gl_FragColor = vec4(0.5 * uniform_color, 1.0);
else
gl_FragColor = vec4(uniform_color, 1.0);
}