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#version 150 core
#define INVERSE_2PI 0.1591549430918953358
uniform sampler2D gradTabTexture;
uniform float opacity;
uniform float angle;
in vec2 coord;
out vec4 fragColor;
void main()
{
float t;
if (abs(coord.y) == abs(coord.x))
t = (atan(-coord.y + 0.002, coord.x) + angle) * INVERSE_2PI;
else
t = (atan(-coord.y, coord.x) + angle) * INVERSE_2PI;
fragColor = texture(gradTabTexture, vec2(t - floor(t), 0.5)) * opacity;
}
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