ã¯ãªã¹ãã¹ã ããã¾ã«ã¯ä¾¿å©ãªè¨äºã§ãæ¸ãã 以åå°ãæ¸ãããã²ã¼ã ã«ã¢ãã¡é¢¨ã®ã¨ãã§ã¯ããå ¥ãããã¨ãã話ãã¢ãã¡é¢¨ã¨ããã®ã¯ä¾ãã° ããããå ç·ãå 輪ãæãããã¤ã³ãã¨ãã¦ã¯ãããã¨ç·ã®å¤ªããä¸å®å®ã«ãããéåãéåãã«ãã¦èºåæãåºããã¨ããæã ãã¦ãã¾ãå 輪ããããã¨ãå·¦ä¸ã«(0,0)ãå³ä¸ã«(1,1)ã®ãã¯ã¹ãã£åº§æ¨ãæå®ããç©å½¢ããªã´ã³ãç¨æãããï¼æ¬¡ã®ç»åã ããu,vã赤ã¨ç·ã«å²ãå½ã¦ã¦ããï¼ ä¸å¿ã(0.5,0.5)ãªã®ã§ããã©ã°ã¡ã³ãã·ã§ã¼ãã¼ä¸ã§ãã¯ã¹ãã£åº§æ¨ã¨(0.5,0.5)ã®è·é¢ãã¨ã£ã¦ãããé¾å¤ãè¶ ãããdiscardããã¨åå½¢ã«ãªãã void main() { vec2 rpos = v_texCoord - vec2(0.5, 0.5); float r = length(rpos); if (r > 0.5) { discard; } gl_FragCo
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