// // // 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_==_######################@~ varying vec2 v_vTexcoord; varying vec4 v_vColour; #define TAU 6.283185307179586 #define pi1 3.14159 #define pi2 1.57079 uniform vec2 dimension; uniform vec2 position; uniform float angle; float angle_different(in float a1, in float a2) { float _d = (a2 - a1) + pi2; return (_d - floor(_d / pi1) * pi1) - pi2; } void main() { vec2 pos = v_vTexcoord; vec2 pixel_pos = v_vTexcoord * dimension; float _angle; _angle = atan((pixel_pos.y - position.y), (pixel_pos.x - position.x)) + angle; _angle = TAU - (_angle - floor(_angle / TAU) * TAU); if(_angle < pi1) { float _alpha = (angle + pi1) - (_angle + angle); float inv_angle = (angle + pi1) + _alpha; float dist = distance(pixel_pos, position); pos = (position + vec2(cos(inv_angle) * dist, -sin(inv_angle) * dist )) / dimension; } gl_FragColor = vec4(0.); if(pos.x > 0. && pos.x < 1. && pos.y > 0. && pos.y < 1.) gl_FragColor = v_vColour * texture2D( gm_BaseTexture, pos ); }