2022-01-13 05:24:03 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform vec2 center;
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uniform float strength;
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uniform float radius;
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void main() {
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vec2 pixelPos = v_vTexcoord * dimension;
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vec2 to = pixelPos - center;
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float dis = distance(center, pixelPos);
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float eff = 1. - clamp(dis / radius, 0., 1.);
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float ang = atan(to.y, to.x) + eff * strength;
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2022-09-21 06:09:40 +02:00
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vec2 tex = center + vec2(cos(ang), sin(ang)) * distance(center, pixelPos);
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gl_FragColor = v_vColour * texture2D( gm_BaseTexture, tex / dimension );
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2022-01-13 05:24:03 +01:00
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}
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