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-rw-r--r--Studio/Content/Effect Library/Distortion Spiral.effect51
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diff --git a/Studio/Content/Effect Library/Distortion Spiral.effect b/Studio/Content/Effect Library/Distortion Spiral.effect
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--- a/Studio/Content/Effect Library/Distortion Spiral.effect
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-<?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> \ No newline at end of file