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

37 lines
1,008 B
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 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 );
}