// // 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 PI 3.14159265359 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float vortex; uniform float angleIO; void main() { float inCircle = length(v_vTexcoord - vec2(0.5)); if(inCircle > 0.5) { gl_FragColor = vec4(0.); return; } vec2 pos = v_vTexcoord - vec2(0.5); float rad = inCircle * 2.; float angle = atan(pos.y, pos.x) + (PI / 2. + angleIO * PI / 2.); float dist = (1. - rad) * vortex; gl_FragColor = vec4(cos(angle) * dist, sin(angle) * dist, 0., 1.); }