@luma.gl/shadertools
Version:
Shader module system for luma.gl
34 lines (31 loc) • 1.22 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.swirl = void 0;
var _warp = require("./warp");
var fs = "uniform float radius;\nuniform float angle;\nuniform vec2 center;\n\nvec2 swirl_warp(vec2 coord, vec2 texCenter) {\n coord -= texCenter;\n float distance = length(coord);\n if (distance < radius) {\n float percent = (radius - distance) / radius;\n float theta = percent * percent * angle;\n float s = sin(theta);\n float c = cos(theta);\n coord = vec2(\n coord.x * c - coord.y * s,\n coord.x * s + coord.y * c\n );\n }\n coord += texCenter;\n return coord;\n}\n\nvec4 swirl_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n vec2 coord = texCoord * texSize;\n coord = swirl_warp(coord, center * texSize);\n\n return warp_sampleColor(texture, texSize, coord);\n}\n";
var uniforms = {
center: [0.5, 0.5],
radius: {
value: 200,
min: 1,
softMax: 600
},
angle: {
value: 3,
softMin: -25,
softMax: 25
}
};
var swirl = {
name: 'swirl',
fs: fs,
uniforms: uniforms,
dependencies: [_warp.warp],
passes: [{
sampler: true
}]
};
exports.swirl = swirl;
//# sourceMappingURL=swirl.js.map