Initial commit

This commit is contained in:
Milan Nikolic 2017-01-27 09:35:30 +01:00
commit d7ff68b487
196 changed files with 286314 additions and 0 deletions

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#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvpMatrix;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
const float renderWidth = 800.0; // HARDCODED for example!
const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0);
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
float dist = length(tc);
if (dist < radius)
{
float percent = (radius - dist)/radius;
float theta = percent*percent*angle*8.0;
float s = sin(theta);
float c = cos(theta);
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
finalColor = vec4(color.rgb, 1.0);;
}