#version 140 uniform sampler2D sampler; uniform vec2 u_cursor; uniform float u_zoom; uniform float u_radius; uniform vec2 u_textureSize; in vec2 texcoord0; out vec4 fragColor; #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; fragColor = texture(sampler, texcoord); }