Pixel-Composer/shaders/sh_fd_repulse/sh_fd_repulse.fsh

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2023-02-14 02:48:33 +01:00
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define PI 3.14159265359
uniform float strength;
void main() {
float inCircle = length(v_vTexcoord - vec2(0.5));
if(inCircle > 0.5) {
gl_FragColor = vec4(128. / 255., 128. / 255., 0., 0.);
return;
}
vec2 pos = vec2(0.5) - v_vTexcoord;
float rad = inCircle * 2.;
float angle = atan(pos.y, pos.x);
float dist = (1. - rad) * strength;
gl_FragColor = vec4(128. / 255. + cos(angle) * 0.125 * dist, 128. / 255. + sin(angle) * 0.125 * dist, 0., 1.);
}