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