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/* ExpandingSines shader
 * Draws a sequence of rings of slowly alternating color. The center
 * of all rings is assigned in 'RingCenter' by the Matlab script,
 * width of a ring is assigned in 'RingWidth', the radius of the
 * outermost ring is assigned in 'Radius', a shift (scrolling offset)
 * is assigned in 'Shift'. See ExpandingRingsDemo.m for explanation.
 *
 *
 * Written 2011 by Mario Kleiner, licensed to you under MIT license.
 */

#version 110

const float twopi = 2.0 * 3.141592654;

uniform vec2  RingCenter;

/* Values passed from vertex shader: */
varying float RingWidth;
varying float Radius;
varying float Shift;
varying vec4  firstColor;
varying vec4  secondColor;

void main()
{
    /* Query current output texel position: */
    vec2 pos = gl_TexCoord[0].xy;

    /* Compute euclidean distance to center of our ring stim: */
    float d = distance(pos, RingCenter);

    /* If distance greater than maximum radius, discard this pixel: */
    if (d > Radius) discard;

    /* Convert distance from units of pixels into units of ringwidths, apply shift offset: */
    d = 0.5 * (1.0 + sin((d - Shift) / RingWidth * twopi));

    /* Mix the two colors stored in gl_Color and secondColor, using the slow
     * sine-wave weight term in d as a mix weight between 0.0 and 1.0:
     */
    gl_FragColor = mix(firstColor, secondColor, d);
}