varying vec2 v_vTexcoord; varying vec4 v_vColour; #define PI 3.14159265358979323846; uniform vec2 position; uniform float amount; void main() { //vec2 cen = v_vTexcoord - position; //float angle = (atan(cen.y, cen.x) / PI + 1.) / 2.; //float dist = length(cen); gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); }