14 lines
325 B
GLSL
14 lines
325 B
GLSL
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uniform sampler2D u_Tex0;
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uniform float u_Time;
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varying vec2 v_TexCoord;
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vec2 tibiaDir = vec2(1.0, 1.0);
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void main(void)
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{
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vec2 dir = 0.5 - v_TexCoord;
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float dist = sqrt(dir.x*dir.x + dir.y*dir.y);
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float scale = 0.8 + dist*0.5;
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vec4 color = texture2D(u_Tex0, -(dir*scale - 0.5));
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gl_FragColor = color;
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}
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