VARYING vec2 center_vec; void MAIN() { float radius = 0.25; float dist_to_center = length(center_vec) / radius; vec2 texcoord = INPUT_UV; if (dist_to_center <= 1.0) { float rotation_amount = (1.0 - dist_to_center) * (1.0 - dist_to_center); float r = radians(360.0) * rotation_amount / 4.0; mat2 rotation = mat2(cos(r), sin(r), -sin(r), cos(r)); texcoord = vec2(0.5, 0.5) + rotation * (INPUT_UV - vec2(0.5, 0.5)); } #if QSHADER_VIEW_COUNT >= 2 FRAGCOLOR = texture(INPUT, vec3(texcoord, VIEW_INDEX)); #else FRAGCOLOR = texture(INPUT, texcoord); #endif }