// // 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.); }