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

56 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_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec4 c0, c1;
uniform float angle;
uniform vec2 mouse;
uniform float mouseProg;
#define TAU 6.28318530718
float angleDiff(float angle1, float angle2) {
float dif = mod(angle1 - angle2, TAU);
return min(dif, TAU - dif);
}
void main() {
float dist = distance(v_vTexcoord, vec2( 0.5, 0.5 )) * 2.;
float ang = atan(-(v_vTexcoord.y - 0.5), v_vTexcoord.x - 0.5);
float muse = max(0., 0.5 - distance(v_vTexcoord, mouse));
float dif = angleDiff(ang, angle) / TAU;
float d0 = smoothstep(0.925, 1.00, 1. - dif);
float d1 = clamp(1. - smoothstep(0.85 + mouseProg * 0.05, 1.00, 1. - dif) * 2., 0., 0.75);
float rad = 0.935 - d0 * (mouseProg * 0.1 + 0.05);
float ring = dist - muse * 0.2;
ring = 1. - abs(ring - 0.7);
ring = smoothstep(rad, 1.0, ring) * 25.;
gl_FragColor = vec4(mix(c0.rgb, c1.rgb, d1), ring);
}