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// -----------------------------------------------------------------------------
// Copyright (c) 2014, Nicolas P. Rougier. All Rights Reserved.
// Distributed under the (new) BSD License.
// -----------------------------------------------------------------------------
#include "math/constants.glsl"
float marker_asterisk(vec2 P, float size)
{
float x = M_SQRT2/2 * (P.x - P.y);
float y = M_SQRT2/2 * (P.x + P.y);
float r1 = max(abs(x)- size/2., abs(y)- size/10.);
float r2 = max(abs(y)- size/2., abs(x)- size/10.);
float r3 = max(abs(P.x)- size/2., abs(P.y)- size/10.);
float r4 = max(abs(P.y)- size/2., abs(P.x)- size/10.);
return min( min(r1,r2), min(r3,r4));
}
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