2012-10-08 07:41:18 +04:00
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uniform float _Angle;
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2014-02-11 11:06:13 +04:00
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uniform vec4 _CenterRadius;
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uniform sampler2D _MainTex;
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2012-10-08 07:41:18 +04:00
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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = gl_TexCoord[1].xy;
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vec2 uv_2;
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2014-10-11 23:32:43 +04:00
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float angle_3;
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vec2 x_4;
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x_4 = (tmpvar_1 / _CenterRadius.zw);
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angle_3 = (1.0 - sqrt(dot (x_4, x_4)));
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2012-10-08 07:41:18 +04:00
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float tmpvar_5;
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2014-10-11 23:32:43 +04:00
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tmpvar_5 = max (0.0, angle_3);
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angle_3 = ((tmpvar_5 * tmpvar_5) * _Angle);
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2012-10-08 07:41:18 +04:00
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float tmpvar_6;
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2014-10-11 23:32:43 +04:00
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tmpvar_6 = sin(angle_3);
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2012-10-08 07:41:18 +04:00
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float tmpvar_7;
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2014-10-11 23:32:43 +04:00
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tmpvar_7 = cos(angle_3);
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2012-10-08 07:41:18 +04:00
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uv_2.x = ((tmpvar_7 * tmpvar_1.x) - (tmpvar_6 * tmpvar_1.y));
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uv_2.y = ((tmpvar_6 * tmpvar_1.x) + (tmpvar_7 * tmpvar_1.y));
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2014-10-11 23:32:43 +04:00
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uv_2 = (uv_2 + _CenterRadius.xy);
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gl_FragData[0] = texture2D (_MainTex, uv_2);
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2012-10-08 07:41:18 +04:00
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}
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2014-02-11 11:06:13 +04:00
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2014-10-11 23:32:43 +04:00
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// stats: 16 alu 1 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [2] loc 4
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// uniforms: 2 (total size: 0)
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// #0: _Angle (high float) 1x1 [-1]
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// #1: _CenterRadius (high float) 4x1 [-1]
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// textures: 1
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// #0: _MainTex (high 2d) 0x0 [-1]
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