Pixel-Composer/shaders/sh_skew/sh_skew.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 center;
uniform int axis;
uniform float amount;
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uniform int sampleMode;
vec4 sampleTexture(vec2 pos) {
if(pos.x > 0. && pos.y > 0. && pos.x < 1. && pos.y < 1.)
return texture2D(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
if(sampleMode == 1)
return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
if(sampleMode == 2)
return texture2D(gm_BaseTexture, fract(pos));
return vec4(0.);
}
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void main() {
vec2 pos = v_vTexcoord;
vec2 cnt = center / dimension;
if(axis == 0)
pos.x += (pos.y - cnt.y) * amount;
else
pos.y += (pos.x - cnt.x) * amount;
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gl_FragColor = sampleTexture( pos );
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}