Last active
April 28, 2016 08:23
-
-
Save mnd999/8714ed2566827372e759c199326c348c to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Buffer | |
const float PI = 3.1415926535897932384626433832795; | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
vec2 uv = fragCoord.xy / iResolution.xy; | |
vec2 mouse = iMouse.xy / iResolution.xy; | |
float angle = 2.0 * PI * uv.x; | |
float radius = uv.y; | |
bool shadowed = false; | |
for (int i=0; i<512; i++) { | |
float r = 512.0 / float(i); | |
vec2 xy = mouse + r * vec2(cos(angle), sin(angle)); | |
vec4 pixel = texture2D(iChannel0, xy); | |
if ((pixel.z < 1.0) && (r < radius)) { | |
shadowed = true; | |
} | |
} | |
if (shadowed) { | |
fragColor = vec4(radius, 0.0, 1.0, 1.0); | |
} else { | |
fragColor = vec4(angle/(2.0*PI), radius, 0.0, 1.0); | |
} | |
} | |
// Image | |
const float PI = 3.1415926535897932384626433832795; | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
vec2 uv = fragCoord.xy / iResolution.xy; | |
vec2 mouse = iMouse.xy / iResolution.xy; | |
vec2 offset = mouse - uv; | |
float angle = atan(offset.y / offset.x); | |
float radius = sqrt(offset.x * offset.x + offset.y*offset.y); | |
fragColor = texture2D(iChannel1, vec2(angle/(2.0 * PI), radius)); | |
//fragColor = texture2D(iChannel1, uv); | |
//return; | |
}rn; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment