#version 440 layout(location = 0) in vec2 coord; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D gradTabTexture; layout(std140, binding = 0) uniform buf { mat4 matrix; vec2 translationPoint; float angle; float opacity; } ubuf; #define INVERSE_2PI 0.1591549430918953358 void main() { float t; if (abs(coord.y) == abs(coord.x)) t = (atan(-coord.y + 0.002, coord.x) + ubuf.angle) * INVERSE_2PI; else t = (atan(-coord.y, coord.x) + ubuf.angle) * INVERSE_2PI; fragColor = texture(gradTabTexture, vec2(t - floor(t), 0.5)) * ubuf.opacity; }