// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 center; uniform float strength; uniform float radius; 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.); } void main() { vec2 pixelPos = v_vTexcoord * dimension; vec2 to = pixelPos - center; float dis = distance(center, pixelPos); float eff = 1. - clamp(dis / radius, 0., 1.); float ang = atan(to.y, to.x) + eff * strength; vec2 tex = center + vec2(cos(ang), sin(ang)) * distance(center, pixelPos); gl_FragColor = sampleTexture( tex / dimension ); }