#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; // NOTE: Add here your custom variables 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); void main() { 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; gl_FragColor = vec4(color, 1.0);; }