Pixel-Composer/shaders/sh_bend_arc/sh_bend_arc.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define PI 3.14159265358979323846;
uniform vec2 position;
uniform float amount;
void main() {
//vec2 cen = v_vTexcoord - position;
//float angle = (atan(cen.y, cen.x) / PI + 1.) / 2.;
//float dist = length(cen);
gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
}