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#version 440
layout(location = 0) in vec2 coord;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D gradTabTexture;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
vec2 translationPoint;
float angle;
float opacity;
} ubuf;
#define INVERSE_2PI 0.1591549430918953358
void main()
{
float t;
if (abs(coord.y) == abs(coord.x))
t = (atan(-coord.y + 0.002, coord.x) + ubuf.angle) * INVERSE_2PI;
else
t = (atan(-coord.y, coord.x) + ubuf.angle) * INVERSE_2PI;
fragColor = texture(gradTabTexture, vec2(t - floor(t), 0.5)) * ubuf.opacity;
}
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