Pixel-Composer/build/Windows/0/cache/sh_fd_repulse.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 TAU 6.283185307179586
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float strength;
uniform vec2 center;
uniform float radius;
uniform float spokes;
uniform float rotate;
void main() {
vec2 pos = v_vTexcoord - center;
float rad = length(pos);
float dist = rad * strength;
float drad = smoothstep(radius * strength, 0., dist);
float angle = atan(pos.y, pos.x);
if(spokes != 0.) {
float sp = TAU / spokes;
angle = floor(angle / sp) * sp + sp * .5 + rotate;
}
gl_FragColor = vec4(cos(angle) * dist * drad, sin(angle) * dist * drad, 0., 1.);
}