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Diffstat (limited to 'shaders/glsl330/swirl.fs')
-rw-r--r--shaders/glsl330/swirl.fs17
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);;
} \ No newline at end of file