17 lines
		
	
	
		
			376 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			17 lines
		
	
	
		
			376 B
		
	
	
	
		
			GLSL
		
	
	
	
| 
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| out vec4 sk_FragColor;
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| uniform vec2 ah;
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| uniform vec2 bh;
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| uniform vec2 af;
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| uniform vec2 bf;
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| float cross_length_2d_hh2h2(vec2 a, vec2 b) {
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|     return a.x * b.y - a.y * b.x;
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| }
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| float cross_length_2d_ff2f2(vec2 a, vec2 b) {
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|     return a.x * b.y - a.y * b.x;
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| }
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| void main() {
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|     sk_FragColor.x = cross_length_2d_hh2h2(ah, bh);
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|     sk_FragColor.y = cross_length_2d_ff2f2(af, bf);
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| }
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