Pixel-Composer/build/Windows/0/cache/sh_mirror.shader

59 lines
1.6 KiB
GLSL

//
//
// 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 );
}