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