37 lines
911 B
GLSL
37 lines
911 B
GLSL
#version 110
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#define M_PI 3.1415926535897932384626433832795
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uniform sampler2D image;
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uniform float radius;
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uniform float center_x;
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uniform float center_y;
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uniform vec2 resolution;
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void main(void) {
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if (radius > 0.0) {
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vec2 distance = vec2((gl_FragCoord.x - (resolution.x/2.0) - center_x), (gl_FragCoord.y - (resolution.y/2.0) - center_y));
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float angle = atan(distance.y/distance.x);
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float sin_angle = sin(angle);
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float cos_angle = cos(angle);
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float multiplier = length(distance/resolution);
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float limit = ceil(radius * multiplier);
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float divider = 1.0 / limit;
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vec4 color = vec4(0.0);
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for (float i=-limit+0.5;i<=limit;i+=2.0) {
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float y = sin_angle * i;
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float x = cos_angle * i;
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color += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
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}
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gl_FragColor = color;
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} else {
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gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
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}
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} |