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- #version 100
-
- precision mediump float;
-
- varying vec2 fragTexCoord;
-
- uniform sampler2D texture0;
- uniform vec4 tintColor;
-
- // NOTE: Add here your custom variables
-
- const float renderWidth = 1280;
- const float renderHeight = 720;
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- float radius = 250.0;
- float angle = 0.8;
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- uniform vec2 center = vec2(200, 200);
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- 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);
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- tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
- }
-
- tc += center;
- vec3 color = texture2D(texture0, tc/texSize).rgb;
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- gl_FragColor = vec4(color, 1.0);;
- }
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