raylib/shaders/glsl330/swirl.fs

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#version 330
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// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
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const float renderWidth = 800.0; // HARDCODED for example!
const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0);
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void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
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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 = texture(texture0, tc/texSize).rgb;
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finalColor = vec4(color, 1.0);;
}