45 lines
1007 B
GLSL
45 lines
1007 B
GLSL
#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 colDiffuse;
|
|
|
|
// 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;
|
|
|
|
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;
|
|
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
|
|
|
|
gl_FragColor = vec4(color.rgb, 1.0);;
|
|
} |