2011-02-17 17:44:52 +00:00
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uniform sampler2D sampler;
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2011-01-06 16:18:27 +00:00
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uniform vec2 u_cursor;
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uniform float u_zoom;
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uniform float u_radius;
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uniform vec2 u_textureSize;
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2007-07-13 13:22:09 +00:00
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2015-11-30 15:32:29 +00:00
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varying vec2 texcoord0;
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2007-07-13 13:22:09 +00:00
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2011-01-06 16:18:27 +00:00
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#define PI 3.14159
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2007-07-13 13:22:09 +00:00
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void main()
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{
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2015-11-30 15:32:29 +00:00
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vec2 d = u_cursor - texcoord0;
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2011-01-06 16:18:27 +00:00
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float dist = sqrt(d.x*d.x + d.y*d.y);
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2015-11-30 15:32:29 +00:00
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vec2 texcoord = texcoord0;
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2011-01-06 16:18:27 +00:00
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if (dist < u_radius) {
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float disp = sin(dist / u_radius * PI) * (u_zoom - 1.0) * 20.0;
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texcoord += d / dist * disp;
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2007-07-13 13:22:09 +00:00
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}
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2011-01-06 16:18:27 +00:00
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texcoord = texcoord/u_textureSize;
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texcoord.t = 1.0 - texcoord.t;
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2011-02-17 17:44:52 +00:00
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gl_FragColor = texture2D(sampler, texcoord);
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2007-07-13 13:22:09 +00:00
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}
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