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Diffstat (limited to 'Studio/Content/Effect Library/Distortion Spiral.effect')
-rw-r--r-- | Studio/Content/Effect Library/Distortion Spiral.effect | 51 |
1 files changed, 0 insertions, 51 deletions
diff --git a/Studio/Content/Effect Library/Distortion Spiral.effect b/Studio/Content/Effect Library/Distortion Spiral.effect deleted file mode 100644 index a5a96971..00000000 --- a/Studio/Content/Effect Library/Distortion Spiral.effect +++ /dev/null @@ -1,51 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<Effect> - <MetaData> - <!--Distorts the image in a spiraling way.--> - <Property name="radius" formalName="Radius" min="0" max="1" default=".3" description="Adjusts the distorted area."/> - <Property name="spiral" formalName="Spiral" min="-10" max="10" default="1.0" description="Adjusts the spiraling amount."/> - <Property name="center" formalName="Center" type="Float2" default="0.5 0.5" description="Adjusts the focus point of the distortion."/> - </MetaData> - <Shaders> - <Shared> -varying vec2 center_vec; -float PI2 = radians(360.0); - </Shared> - <Shader> - <VertexShader> -void vert () -{ - center_vec = TexCoord - center; - //Multiply by x/y ratio so we see a sphere on the screen - //instead of an ellipse. - center_vec.y *= Texture0Info.y / Texture0Info.x; -} - </VertexShader> - <FragmentShader> -<![CDATA[ -void frag() -{ - float dist_to_center = length(center_vec) / radius;; - - vec2 texc; - if(dist_to_center > 1.0) { - texc = TexCoord; - } else { - float rotation_amount = (1.0 - dist_to_center) * (1.0 - dist_to_center); - float r = PI2 * rotation_amount * spiral / 4.0; - float cos_r = cos(r); - float sin_r = sin(r); - mat2 rotation = mat2(cos_r, sin_r, -sin_r, cos_r); - texc = center + rotation * (TexCoord - center); - } - - if ( texc.x < 0.0 || texc.x > 1.0 || texc.y < 0.0 || texc.y > 1.0 ) - gl_FragColor = vec4(0.0); - else - colorOutput(texture2D_0(texc)); -} -]]> - </FragmentShader> - </Shader> - </Shaders> -</Effect>
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