bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Twirt_Effect_Shader-out.txt
2012-10-07 20:41:18 -07:00

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uniform mat4 _RotationMatrix;
uniform sampler2D _MainTex;
uniform vec4 _CenterRadius;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.x = tmpvar_1.x;
tmpvar_2.y = tmpvar_1.y;
vec2 tmpvar_3;
tmpvar_3 = (tmpvar_1 / _CenterRadius.zw);
gl_FragData[0] = texture2D (_MainTex, (mix ((_RotationMatrix * tmpvar_2).xy, tmpvar_1, vec2(min (1.0, sqrt(dot (tmpvar_3, tmpvar_3))))) + _CenterRadius.xy));
}