Pixel-Composer/shaders/sh_mirror/sh_mirror.fsh
2024-12-30 15:37:33 +07:00

30 lines
754 B
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define TAU 6.283185307179586
#define PI 3.141592653589793
uniform vec2 dimension;
uniform vec2 position;
uniform float angle;
void main() {
vec2 ps = v_vTexcoord;
vec2 px = v_vTexcoord * dimension - position;
float _angle;
_angle = atan(px.y, px.x) + angle;
_angle = TAU - (_angle - floor(_angle / TAU) * TAU);
if(_angle < PI) {
float _alpha = (angle + PI) - (_angle + angle);
float inv_angle = (angle + PI) + _alpha;
float dist = length(px);
ps = (position + vec2(cos(inv_angle) * dist, -sin(inv_angle) * dist )) / dimension;
}
gl_FragColor = vec4(0.);
if(ps.x > 0. && ps.x < 1. && ps.y > 0. && ps.y < 1.)
gl_FragColor = texture2D( gm_BaseTexture, ps );
}