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VARYING vec2 center_vec;
void MAIN()
{
float dist_to_center = length(center_vec) * 100.0 / radius;
vec2 texc;
if (dist_to_center > 1.0) {
texc = INPUT_UV;
} else {
float r = radians(360.0) * (1.0 - dist_to_center);
float distortion = sin(r * (100.0 - distortionWidth) + radians(distortionPhase));
texc = INPUT_UV - (INPUT_UV - center) * distortion * distortionHeight / 800.0;
}
if (texc.x < 0.0 || texc.x > 1.0 || texc.y < 0.0 || texc.y > 1.0)
FRAGCOLOR = vec4(0.0);
else
FRAGCOLOR = texture(INPUT, texc);
}
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