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- #version 330
- // Input vertex attributes (from vertex shader)
- in vec2 fragTexCoord;
- in vec4 fragColor;
- // Input uniform values
- uniform sampler2D texture0;
- uniform vec4 colDiffuse;
- // 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;
- vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
- finalColor = vec4(color.rgb, 1.0);;
- }
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