mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
287 lines
5.2 KiB
Text
287 lines
5.2 KiB
Text
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 sampler2D _MainTex;
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uniform vec4 _CenterRadius;
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uniform float _Angle;
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void xll_sincos (
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in float x,
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out float s,
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out float c
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)
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{
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float tmpvar_1;
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tmpvar_1 = sin (x);
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float tmpvar_2;
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tmpvar_2 = tmpvar_1;
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s = tmpvar_2;
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float tmpvar_3;
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tmpvar_3 = cos (x);
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float tmpvar_4;
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tmpvar_4 = tmpvar_3;
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c = tmpvar_4;
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}
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void xll_sincos (
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in vec2 x,
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out vec2 s,
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out vec2 c
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)
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{
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vec2 tmpvar_1;
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tmpvar_1 = sin (x);
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vec2 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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s = tmpvar_2;
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vec2 tmpvar_3;
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tmpvar_3 = cos (x);
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vec2 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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c = tmpvar_4;
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}
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void xll_sincos (
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in vec3 x,
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out vec3 s,
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out vec3 c
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)
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{
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vec3 tmpvar_1;
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tmpvar_1 = sin (x);
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vec3 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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s = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = cos (x);
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vec3 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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c = tmpvar_4;
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}
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void xll_sincos (
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in vec4 x,
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out vec4 s,
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out vec4 c
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)
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{
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vec4 tmpvar_1;
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tmpvar_1 = sin (x);
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vec4 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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s = tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = cos (x);
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vec4 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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c = tmpvar_4;
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}
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void xll_sincos (
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in mat2 x,
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out mat2 s,
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out mat2 c
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)
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{
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vec2 tmpvar_1;
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tmpvar_1 = sin (x[0]);
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vec2 tmpvar_2;
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tmpvar_2 = sin (x[1]);
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mat2 tmpvar_3;
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vec2 tmpvar_4;
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tmpvar_4 = tmpvar_1;
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tmpvar_3[0] = tmpvar_4;
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vec2 tmpvar_5;
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tmpvar_5 = tmpvar_2;
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tmpvar_3[1] = tmpvar_5;
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mat2 tmpvar_6;
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tmpvar_6 = (tmpvar_3);
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s = (tmpvar_6);
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vec2 tmpvar_7;
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tmpvar_7 = cos (x[0]);
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vec2 tmpvar_8;
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tmpvar_8 = cos (x[1]);
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mat2 tmpvar_9;
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vec2 tmpvar_10;
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tmpvar_10 = tmpvar_7;
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tmpvar_9[0] = tmpvar_10;
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vec2 tmpvar_11;
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tmpvar_11 = tmpvar_8;
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tmpvar_9[1] = tmpvar_11;
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mat2 tmpvar_12;
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tmpvar_12 = (tmpvar_9);
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c = (tmpvar_12);
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}
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void xll_sincos (
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in mat3 x,
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out mat3 s,
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out mat3 c
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)
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{
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vec3 tmpvar_1;
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tmpvar_1 = sin (x[0]);
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vec3 tmpvar_2;
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tmpvar_2 = sin (x[1]);
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vec3 tmpvar_3;
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tmpvar_3 = sin (x[2]);
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mat3 tmpvar_4;
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vec3 tmpvar_5;
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tmpvar_5 = tmpvar_1;
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tmpvar_4[0] = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_2;
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tmpvar_4[1] = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_3;
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tmpvar_4[2] = tmpvar_7;
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mat3 tmpvar_8;
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tmpvar_8 = (tmpvar_4);
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s = (tmpvar_8);
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vec3 tmpvar_9;
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tmpvar_9 = cos (x[0]);
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vec3 tmpvar_10;
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tmpvar_10 = cos (x[1]);
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vec3 tmpvar_11;
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tmpvar_11 = cos (x[2]);
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mat3 tmpvar_12;
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vec3 tmpvar_13;
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tmpvar_13 = tmpvar_9;
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tmpvar_12[0] = tmpvar_13;
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vec3 tmpvar_14;
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tmpvar_14 = tmpvar_10;
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tmpvar_12[1] = tmpvar_14;
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vec3 tmpvar_15;
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tmpvar_15 = tmpvar_11;
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tmpvar_12[2] = tmpvar_15;
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mat3 tmpvar_16;
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tmpvar_16 = (tmpvar_12);
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c = (tmpvar_16);
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}
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void xll_sincos (
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in mat4 x,
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out mat4 s,
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out mat4 c
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)
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{
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vec4 tmpvar_1;
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tmpvar_1 = sin (x[0]);
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vec4 tmpvar_2;
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tmpvar_2 = sin (x[1]);
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vec4 tmpvar_3;
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tmpvar_3 = sin (x[2]);
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vec4 tmpvar_4;
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tmpvar_4 = sin (x[3]);
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mat4 tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = tmpvar_1;
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tmpvar_5[0] = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = tmpvar_2;
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tmpvar_5[1] = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_3;
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tmpvar_5[2] = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = tmpvar_4;
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tmpvar_5[3] = tmpvar_9;
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mat4 tmpvar_10;
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tmpvar_10 = (tmpvar_5);
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s = (tmpvar_10);
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vec4 tmpvar_11;
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tmpvar_11 = cos (x[0]);
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vec4 tmpvar_12;
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tmpvar_12 = cos (x[1]);
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vec4 tmpvar_13;
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tmpvar_13 = cos (x[2]);
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vec4 tmpvar_14;
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tmpvar_14 = cos (x[3]);
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mat4 tmpvar_15;
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vec4 tmpvar_16;
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tmpvar_16 = tmpvar_11;
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tmpvar_15[0] = tmpvar_16;
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vec4 tmpvar_17;
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tmpvar_17 = tmpvar_12;
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tmpvar_15[1] = tmpvar_17;
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vec4 tmpvar_18;
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tmpvar_18 = tmpvar_13;
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tmpvar_15[2] = tmpvar_18;
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vec4 tmpvar_19;
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tmpvar_19 = tmpvar_14;
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tmpvar_15[3] = tmpvar_19;
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mat4 tmpvar_20;
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tmpvar_20 = (tmpvar_15);
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c = (tmpvar_20);
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}
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vec4 frag (
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in v2f i
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)
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{
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vec2 uv;
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float cosLength;
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float sinLength;
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float angle;
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vec2 offset;
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vec2 tmpvar_1;
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tmpvar_1 = i.uvOrig;
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offset = tmpvar_1;
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float tmpvar_2;
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tmpvar_2 = length ((offset / _CenterRadius.zw));
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float tmpvar_3;
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tmpvar_3 = (1.0 - tmpvar_2);
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angle = tmpvar_3;
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float tmpvar_4;
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tmpvar_4 = max (0.0, angle);
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float tmpvar_5;
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tmpvar_5 = tmpvar_4;
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angle = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = ((angle * angle) * _Angle);
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angle = tmpvar_6;
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xll_sincos (angle, sinLength, cosLength);
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float tmpvar_7;
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tmpvar_7 = ((cosLength * offset.x) - (sinLength * offset.y));
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uv.x = tmpvar_7;
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float tmpvar_8;
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tmpvar_8 = ((sinLength * offset.x) + (cosLength * offset.y));
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uv.y = vec2(tmpvar_8).y;
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vec2 tmpvar_9;
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tmpvar_9 = (uv + _CenterRadius.xy);
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uv = tmpvar_9;
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vec4 tmpvar_10;
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tmpvar_10 = texture2D (_MainTex, uv);
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return tmpvar_10;
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}
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void main ()
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{
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v2f xlt_i;
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vec4 xl_retval;
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vec4 tmpvar_1;
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tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_i.pos = tmpvar_1;
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vec2 tmpvar_2;
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tmpvar_2 = gl_TexCoord[0].xy;
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vec2 tmpvar_3;
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tmpvar_3 = tmpvar_2;
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xlt_i.uv = tmpvar_3;
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vec2 tmpvar_4;
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tmpvar_4 = gl_TexCoord[1].xy;
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vec2 tmpvar_5;
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tmpvar_5 = tmpvar_4;
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xlt_i.uvOrig = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = frag (xlt_i);
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vec4 tmpvar_7;
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tmpvar_7 = tmpvar_6;
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xl_retval = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = xl_retval.xyzw;
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vec4 tmpvar_9;
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tmpvar_9 = tmpvar_8;
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gl_FragData[0] = tmpvar_9;
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}
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