Pixel-Composer/build/Windows/0/cache/sh_fd_vortex.shader

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//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
#define PI 3.14159265359
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float vortex;
uniform float angleIO;
void main() {
float inCircle = length(v_vTexcoord - vec2(0.5));
if(inCircle > 0.5) { gl_FragColor = vec4(0.); return; }
vec2 pos = v_vTexcoord - vec2(0.5);
float rad = inCircle * 2.;
float angle = atan(pos.y, pos.x) + (PI / 2. + angleIO * PI / 2.);
float dist = (1. - rad) * vortex;
gl_FragColor = vec4(cos(angle) * dist, sin(angle) * dist, 0., 1.);
}