Files
r_e_c_u_r/Shaders/1-input/rotate.frag

55 lines
1.1 KiB
GLSL

//1-input
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texcoord;
uniform sampler2D u_tex0;
uniform sampler2D u_tex1;
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_x0;
uniform float u_x1;
uniform float u_x2;
uniform float u_x3;
vec4 rotate(sampler2D tex, vec2 pos){
vec4 texColourRotate;
vec2 center;
//center = vec2(u_x3 / u_resolution.x, u_x4 / u_resolution.y);
center = vec2(u_x1, u_x2);
pos.x = (pos.x - center.x)*(0.5 / u_x3) + center.x;
pos.y = (pos.y - center.y)*(0.5 / u_x3) + center.y;
float r = distance(center, pos);
float a = atan(pos.x - center.x, pos.y - center.y);
pos.x = r * cos(a + 2.0 * 3.141592 * u_x0) + 0.5;
pos.y = r * sin(a + 2.0 * 3.141592 * u_x0) + 0.5;
pos.x = 1.0 - pos.x;
if((pos.x < 0.0)||(pos.y < 0.0)||(pos.x > 1.0)||(pos.y > 1.0)){
texColourRotate = vec4(0.0);
}
else{
texColourRotate = texture2D(tex, pos);
}
return texColourRotate;
}
void main(){
vec2 pos = v_texcoord;
vec4 texColour0;
texColour0 = rotate(u_tex0, v_texcoord);
gl_FragColor = texColour0;
}