raylib/examples/resources/shaders/swirl.fs

41 lines
900 B
Forth
Raw Normal View History

2015-09-02 02:06:55 +03:00
#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
2016-01-13 19:13:28 +03:00
uniform vec4 fragTintColor;
2015-09-02 02:06:55 +03:00
// NOTE: Add here your custom variables
2016-01-16 14:52:55 +03:00
const float renderWidth = 800.0; // HARDCODED for example!
const float renderHeight = 480.0; // Use uniforms instead...
2015-09-02 02:06:55 +03:00
float radius = 250.0;
float angle = 0.8;
2016-01-16 14:52:55 +03:00
uniform vec2 center = vec2(200.0, 200.0);
2015-09-02 02:06:55 +03:00
void main (void)
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
float dist = length(tc);
if (dist < radius)
{
float percent = (radius - dist)/radius;
float theta = percent*percent*angle*8.0;
float s = sin(theta);
float c = cos(theta);
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
tc += center;
vec3 color = texture2D(texture0, tc/texSize).rgb;
fragColor = vec4(color, 1.0);;
}