2012-04-03 23:30:07 -04:00
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uniform vec4 _CenterRadius;
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2014-02-11 02:06:13 -05:00
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uniform sampler2D _MainTex;
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uniform mat4 _RotationMatrix;
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2012-04-03 23:30:07 -04:00
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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0].xy;
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2014-10-11 15:32:43 -04:00
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vec2 tmp_2;
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vec4 tmpvar_3;
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tmpvar_3.zw = vec2(0.0, 0.0);
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tmpvar_3.xy = tmpvar_1;
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tmp_2 = (tmpvar_1 / _CenterRadius.zw);
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gl_FragData[0] = texture2D (_MainTex, (mix ((_RotationMatrix * tmpvar_3).xy, tmpvar_1, vec2(min (1.0,
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sqrt(dot (tmp_2, tmp_2))
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2014-02-11 02:06:13 -05:00
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))) + _CenterRadius.xy));
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2012-04-03 23:30:07 -04:00
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 8 alu 1 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [1] loc 4
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// uniforms: 2 (total size: 0)
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// #0: _CenterRadius (high float) 4x1 [-1]
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// #1: _RotationMatrix (high float) 4x4 [-1]
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// textures: 1
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// #0: _MainTex (high 2d) 0x0 [-1]
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