kwin/effects/lookingglass/data/1.10/lookingglass.frag

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561 B
GLSL
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uniform sampler2D sampler;
uniform vec2 u_cursor;
uniform float u_zoom;
uniform float u_radius;
uniform vec2 u_textureSize;
varying vec2 texcoord0;
#define PI 3.14159
void main()
{
vec2 d = u_cursor - texcoord0;
float dist = sqrt(d.x*d.x + d.y*d.y);
vec2 texcoord = texcoord0;
if (dist < u_radius) {
float disp = sin(dist / u_radius * PI) * (u_zoom - 1.0) * 20.0;
texcoord += d / dist * disp;
}
texcoord = texcoord/u_textureSize;
texcoord.t = 1.0 - texcoord.t;
gl_FragColor = texture2D(sampler, texcoord);
}