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-rw-r--r--shaders/glsl100/swirl.fs45
1 files changed, 45 insertions, 0 deletions
diff --git a/shaders/glsl100/swirl.fs b/shaders/glsl100/swirl.fs
new file mode 100644
index 00000000..0d6d24f2
--- /dev/null
+++ b/shaders/glsl100/swirl.fs
@@ -0,0 +1,45 @@
+#version 100
+
+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 = 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()
+{
+ vec2 texSize = vec2(renderWidth, renderHeight);
+ vec2 tc = fragTexCoord*texSize;
+ tc -= center;
+
+ float dist = length(tc);
+
+ if (dist < radius)
+ {
+ float percent = (radius - dist)/radius;
+ float theta = percent*percent*angle*8.0;
+ float s = sin(theta);
+ float c = cos(theta);
+
+ tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
+ }
+
+ tc += center;
+ vec3 color = texture2D(texture0, tc/texSize).rgb;
+
+ gl_FragColor = vec4(color, 1.0);;
+} \ No newline at end of file