mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
75 lines
1.9 KiB
Text
75 lines
1.9 KiB
Text
void xll_sincos( float x, out float s, out float c) {
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s = sin(x);
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c = cos(x);
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}
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void xll_sincos( vec2 x, out vec2 s, out vec2 c) {
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s = sin(x);
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c = cos(x);
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}
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void xll_sincos( vec3 x, out vec3 s, out vec3 c) {
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s = sin(x);
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c = cos(x);
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}
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void xll_sincos( vec4 x, out vec4 s, out vec4 c) {
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s = sin(x);
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c = cos(x);
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}
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void xll_sincos( mat2 x, out mat2 s, out mat2 c) {
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s = mat2( sin ( x[0] ), sin ( x[1] ) );
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c = mat2( cos ( x[0] ), cos ( x[1] ) );
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}
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void xll_sincos( mat3 x, out mat3 s, out mat3 c) {
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s = mat3( sin ( x[0] ), sin ( x[1] ), sin ( x[2] ) );
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c = mat3( cos ( x[0] ), cos ( x[1] ), cos ( x[2] ) );
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}
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void xll_sincos( mat4 x, out mat4 s, out mat4 c) {
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s = mat4( sin ( x[0] ), sin ( x[1] ), sin ( x[2] ), sin ( x[3] ) );
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c = mat4( cos ( x[0] ), cos ( x[1] ), cos ( x[2] ), cos ( x[3] ) );
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}
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struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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struct v2f {
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vec4 pos;
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vec2 uv;
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vec2 uvOrig;
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};
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uniform float _Angle;
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uniform vec4 _CenterRadius;
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uniform sampler2D _MainTex;
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vec4 frag( in v2f i );
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vec4 frag( in v2f i ) {
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vec2 offset;
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float angle;
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float sinLength;
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float cosLength;
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vec2 uv;
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offset = i.uvOrig;
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angle = (1.00000 - length( (offset / _CenterRadius.zw ) ));
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angle = max( 0.000000, angle);
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angle = ((angle * angle) * _Angle);
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xll_sincos( angle, sinLength, cosLength);
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uv.x = ((cosLength * offset.x ) - (sinLength * offset.y ));
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uv.y = ((sinLength * offset.x ) + (cosLength * offset.y ));
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uv += _CenterRadius.xy ;
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return texture2D( _MainTex, uv);
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}
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void main() {
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vec4 xl_retval;
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v2f xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv = vec2( gl_TexCoord[0]);
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xlt_i.uvOrig = vec2( gl_TexCoord[1]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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