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// conical gradient shader
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#define M_PI 3.14159265358979323846
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uniform sampler1D palette;
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uniform float angle;
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uniform vec3 inv_matrix_m0;
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uniform vec3 inv_matrix_m1;
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uniform vec3 inv_matrix_m2;
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vec4 brush()
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{
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mat3 mat;
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mat[0] = inv_matrix_m0;
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mat[1] = inv_matrix_m1;
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mat[2] = inv_matrix_m2;
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vec3 hcoords = mat * vec3(gl_FragCoord.xy, 1);
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vec2 A = hcoords.xy / hcoords.z;
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/* float val = fmod((atan2(-A.y, A.x) + angle) / (2.0 * M_PI), 1); */
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if (abs(A.y) == abs(A.x))
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A.y += 0.002;
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float t = (atan(-A.y, A.x) + angle) / (2.0 * M_PI);
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float val = t - floor(t);
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return texture1D(palette, val);
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}
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