2015-09-02 03:44:16 +03:00
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#version 330
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2016-05-18 13:04:27 +03:00
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// Input vertex attributes (from vertex shader)
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2015-09-02 03:44:16 +03:00
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in vec2 fragTexCoord;
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2016-05-18 13:04:27 +03:00
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in vec4 fragColor;
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2015-09-02 03:44:16 +03:00
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2016-05-18 13:04:27 +03:00
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// Input uniform values
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2015-09-02 03:44:16 +03:00
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uniform sampler2D texture0;
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2016-01-13 19:13:28 +03:00
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uniform vec4 fragTintColor;
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2015-09-02 03:44:16 +03:00
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2016-05-18 13:04:27 +03:00
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// Output fragment color
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out vec4 finalColor;
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2015-09-02 03:44:16 +03:00
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// NOTE: Add here your custom variables
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2016-05-18 13:04:27 +03:00
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const float renderWidth = 800.0; // HARDCODED for example!
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const float renderHeight = 480.0; // Use uniforms instead...
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2015-09-02 03:44:16 +03:00
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float radius = 250.0;
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float angle = 0.8;
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2016-01-16 14:53:48 +03:00
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uniform vec2 center = vec2(200.0, 200.0);
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2015-09-02 03:44:16 +03:00
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2016-05-18 13:04:27 +03:00
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void main()
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2015-09-02 03:44:16 +03:00
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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tc -= center;
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2016-05-18 13:04:27 +03:00
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2015-09-02 03:44:16 +03:00
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float dist = length(tc);
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if (dist < radius)
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{
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float percent = (radius - dist)/radius;
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float theta = percent*percent*angle*8.0;
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float s = sin(theta);
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float c = cos(theta);
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tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
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}
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tc += center;
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2016-01-16 14:53:48 +03:00
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vec3 color = texture(texture0, tc/texSize).rgb;
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2015-09-02 03:44:16 +03:00
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2016-05-18 13:04:27 +03:00
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finalColor = vec4(color, 1.0);;
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2015-09-02 03:44:16 +03:00
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}
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