9aeb2f7907
In the long run this effect needs to be modified. Rendering the complete scene to an FBO is not the best approach.
25 lines
561 B
GLSL
25 lines
561 B
GLSL
uniform sampler2D sampler;
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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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varying vec2 texcoord0;
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#define PI 3.14159
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void main()
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{
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vec2 d = u_cursor - texcoord0;
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float dist = sqrt(d.x*d.x + d.y*d.y);
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vec2 texcoord = texcoord0;
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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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}
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texcoord = texcoord/u_textureSize;
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texcoord.t = 1.0 - texcoord.t;
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gl_FragColor = texture2D(sampler, texcoord);
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}
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