raylib/shaders/gl330/swirl.fs

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#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
// NOTE: Add here your custom variables
const float renderWidth = 1280;
const float renderHeight = 720;
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200, 200);
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);;
}