Pixel-Composer/shaders/sh_canvas_skew/sh_canvas_skew.fsh
2024-06-30 13:52:55 +07:00

20 lines
491 B
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int axis;
uniform vec2 origin;
uniform float amount;
float round(float x) { return x >= 0.? floor(x) : floor(x) + 1.; }
void main() {
vec2 px = v_vTexcoord * dimension;
vec2 amo;
if(axis == 0) amo = vec2(round(amount * (px.y - origin.y)), 0.);
else if(axis == 1) amo = vec2(0., round(amount * (px.x - origin.x)));
gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord - amo / dimension);
}