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https://github.com/raysan5/raylib.git
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43 lines
865 B
GLSL
43 lines
865 B
GLSL
#version 100
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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 colDiffuse;
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// NOTE: Add your custom variables here
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const float PI = 3.1415926535;
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void main()
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{
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float aperture = 178.0;
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float apertureHalf = 0.5*aperture*(PI/180.0);
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float maxFactor = sin(apertureHalf);
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vec2 uv = vec2(0.0);
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vec2 xy = 2.0*fragTexCoord.xy - 1.0;
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float d = length(xy);
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if (d < (2.0 - maxFactor))
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{
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d = length(xy*maxFactor);
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float z = sqrt(1.0 - d*d);
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float r = atan(d, z)/PI;
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float phi = atan(xy.y, xy.x);
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uv.x = r*cos(phi) + 0.5;
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uv.y = r*sin(phi) + 0.5;
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}
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else
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{
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uv = fragTexCoord.xy;
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}
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gl_FragColor = texture2D(texture0, uv);
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} |