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Diffstat (limited to 'shaders/glsl100/swirl.fs')
-rw-r--r--shaders/glsl100/swirl.fs16
1 files changed, 10 insertions, 6 deletions
diff --git a/shaders/glsl100/swirl.fs b/shaders/glsl100/swirl.fs
index b0d54b23..0d6d24f2 100644
--- a/shaders/glsl100/swirl.fs
+++ b/shaders/glsl100/swirl.fs
@@ -2,28 +2,32 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 800.0; // HARDCODED for example!
+const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
-uniform vec2 center = vec2(200, 200);
+uniform vec2 center = vec2(200.0, 200.0);
-void main (void)
+void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
- float dist = length(tc);
+ float dist = length(tc);
+
if (dist < radius)
{
float percent = (radius - dist)/radius;
@@ -33,7 +37,7 @@ void main (void)
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
-
+
tc += center;
vec3 color = texture2D(texture0, tc/texSize).rgb;