57 lines
1.3 KiB
Text
57 lines
1.3 KiB
Text
shader_type canvas_item;
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group_uniforms segments;
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uniform float segments: hint_range(2.0, 48.0, 1.0) = 6.0;
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uniform bool segmentReflect = true;
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group_uniforms;
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group_uniforms polar;
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uniform vec2 polarOffset = vec2(0.5, 0.5);
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uniform float polarAngle: hint_range(0.0, 360.0) = 0.0;
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group_uniforms;
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group_uniforms source;
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uniform vec2 sourceOffset = vec2(0.5, 0.5);
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uniform float sourceScale = 2.0;
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uniform float sourceAngle: hint_range(0.0, 360.0) = 0.0;
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group_uniforms;
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vec2 simpleRotate(vec2 uv, float rotation) {
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return vec2(
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cos(rotation) * uv.x + sin(rotation) * uv.y,
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cos(rotation) * uv.y - sin(rotation) * uv.x
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);
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}
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vec2 kaleid(vec2 uv, float addAngle, vec2 origin, float segCount, bool doReflect) {
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uv -= origin;
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float radius = sqrt(dot(uv, uv));
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float angle = atan(uv.y, uv.x) + addAngle;
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float segmentAngle = TAU / segCount;
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angle -= segmentAngle * floor(angle / segmentAngle);
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if (doReflect) {
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angle = min(angle, segmentAngle - angle);
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}
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return vec2(cos(angle), sin(angle)) * radius;
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}
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void fragment() {
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vec2 newUV = kaleid(UV, radians(polarAngle), polarOffset, segments, segmentReflect);
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newUV = simpleRotate(newUV, radians(sourceAngle));
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newUV += sourceOffset;
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newUV *= sourceScale;
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vec4 finalColor = texture(TEXTURE, fract(newUV * sourceScale - sourceOffset));
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COLOR = finalColor;
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} |