Pixel-Composer/shaders/sh_mirror/sh_mirror.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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#define TAU 6.283185307179586
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#define pi1 3.14159
#define pi2 1.57079
uniform vec2 dimension;
uniform vec2 position;
uniform float angle;
float angle_different(in float a1, in float a2) {
float _d = (a2 - a1) + pi2;
return (_d - floor(_d / pi1) * pi1) - pi2;
}
void main() {
vec2 pos = v_vTexcoord;
vec2 pixel_pos = v_vTexcoord * dimension;
float _angle;
_angle = atan((pixel_pos.y - position.y), (pixel_pos.x - position.x)) + angle;
_angle = TAU - (_angle - floor(_angle / TAU) * TAU);
//gl_FragColor = vec4(vec3(_angle / TAU), 1.);
if(_angle < pi1) {
float _alpha = (angle + pi1) - (_angle + angle);
float inv_angle = (angle + pi1) + _alpha;
float dist = distance(pixel_pos, position);
pos = (position + vec2(cos(inv_angle) * dist, -sin(inv_angle) * dist )) / dimension;
if(pos.x > 0. && pos.x < 1. && pos.y > 0. && pos.y < 1.)
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, pos );
else
gl_FragColor = vec4(0.);
//gl_FragColor = vec4(vec3(inv_angle / TAU), 1.);
} else {
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, pos );
}
}