mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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60 lines
1.6 KiB
Text
60 lines
1.6 KiB
Text
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//
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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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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#define TAU 6.283185307179586
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#define pi1 3.14159
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#define pi2 1.57079
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uniform vec2 dimension;
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uniform vec2 position;
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uniform float angle;
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float angle_different(in float a1, in float a2) {
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float _d = (a2 - a1) + pi2;
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return (_d - floor(_d / pi1) * pi1) - pi2;
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}
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void main() {
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vec2 pos = v_vTexcoord;
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vec2 pixel_pos = v_vTexcoord * dimension;
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float _angle;
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_angle = atan((pixel_pos.y - position.y), (pixel_pos.x - position.x)) + angle;
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_angle = TAU - (_angle - floor(_angle / TAU) * TAU);
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if(_angle < pi1) {
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float _alpha = (angle + pi1) - (_angle + angle);
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float inv_angle = (angle + pi1) + _alpha;
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float dist = distance(pixel_pos, position);
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pos = (position + vec2(cos(inv_angle) * dist, -sin(inv_angle) * dist )) / dimension;
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}
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gl_FragColor = vec4(0.);
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if(pos.x > 0. && pos.x < 1. && pos.y > 0. && pos.y < 1.)
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gl_FragColor = v_vColour * texture2D( gm_BaseTexture, pos );
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}
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