#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.); }