|
|
- #version 330
-
- // Input vertex attributes (from vertex shader)
- in vec2 fragTexCoord;
- in vec4 fragColor;
-
- // Input uniform values
- uniform sampler2D texture0;
- uniform vec4 fragTintColor;
-
- // Output fragment color
- out vec4 finalColor;
-
- // 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 = texture(texture0, tc/texSize).rgb;
-
- finalColor = vec4(color, 1.0);;
- }
|