Updated shaders with comments

This commit is contained in:
raysan5
2016-05-18 12:04:27 +02:00
parent 0e29aa2951
commit bc08271da3
34 changed files with 294 additions and 158 deletions

View File

@ -2,28 +2,32 @@
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
const float renderWidth = 1280;
const float renderHeight = 720;
const float renderWidth = 800.0; // HARDCODED for example!
const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200, 200);
uniform vec2 center = vec2(200.0, 200.0);
void main (void)
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
float dist = length(tc);
float dist = length(tc);
if (dist < radius)
{
float percent = (radius - dist)/radius;
@ -33,7 +37,7 @@ void main (void)
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
tc += center;
vec3 color = texture2D(texture0, tc/texSize).rgb;