diff options
Diffstat (limited to 'shaders/glsl330/swirl.fs')
| -rw-r--r-- | shaders/glsl330/swirl.fs | 17 |
1 files changed, 11 insertions, 6 deletions
diff --git a/shaders/glsl330/swirl.fs b/shaders/glsl330/swirl.fs index 19d7468b..80c16cc9 100644 --- a/shaders/glsl330/swirl.fs +++ b/shaders/glsl330/swirl.fs @@ -1,27 +1,32 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables -const float renderWidth = 1280.0; -const float renderHeight = 720.0; +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(200.0, 200.0); -void main (void) +void main() { vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*texSize; tc -= center; + float dist = length(tc); if (dist < radius) @@ -37,5 +42,5 @@ void main (void) tc += center; vec3 color = texture(texture0, tc/texSize).rgb; - fragColor = vec4(color, 1.0);; + finalColor = vec4(color, 1.0);; }
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