30 lines
673 B
GLSL
30 lines
673 B
GLSL
// Swirl effect parameters
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uniform float radius_in;
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uniform float angle_in;
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uniform vec2 pos_in;
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uniform vec2 resolution_in;
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uniform sampler2D tex_in;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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void main(void) {
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vec2 center = resolution_in*0.5 + pos_in;
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vec2 uv = ove_texcoord;
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vec2 tc = uv * resolution_in;
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tc -= center;
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float dist = length(tc);
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if (dist < radius_in) {
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float percent = (radius_in - dist) / radius_in;
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float theta = percent * percent * -angle_in;
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float s = sin(theta);
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float c = cos(theta);
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tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
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}
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tc += center;
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frag_color = texture(tex_in, tc / resolution_in);
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}
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