mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
48 lines
1.2 KiB
GLSL
48 lines
1.2 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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#define TAU 6.283185307179586
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float strength;
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uniform vec2 center;
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uniform float radius;
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uniform float spokes;
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uniform float rotate;
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void main() {
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vec2 pos = v_vTexcoord - center;
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float rad = length(pos);
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float dist = rad * strength;
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float drad = smoothstep(radius * strength, 0., dist);
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float angle = atan(pos.y, pos.x);
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if(spokes != 0.) {
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float sp = TAU / spokes;
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angle = floor(angle / sp) * sp + sp * .5 + rotate;
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}
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gl_FragColor = vec4(cos(angle) * dist * drad, sin(angle) * dist * drad, 0., 1.);
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}
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