diff options
author | Eric Anholt <eric@anholt.net> | 2011-05-16 22:07:59 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2011-05-16 22:07:59 -0700 |
commit | 53df428a12c058578bddb6093c43801a556800f2 (patch) | |
tree | c859548b88d40cd587065c9db223bc1dd365d21a /shaders/gst-gl-tunnel.frag |
Initial import.
Diffstat (limited to 'shaders/gst-gl-tunnel.frag')
-rw-r--r-- | shaders/gst-gl-tunnel.frag | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/shaders/gst-gl-tunnel.frag b/shaders/gst-gl-tunnel.frag new file mode 100644 index 0000000..70f80d0 --- /dev/null +++ b/shaders/gst-gl-tunnel.frag @@ -0,0 +1,47 @@ +// [config] +// expect_result: pass +// glsl_version: 1.10 +// +// # NOTE: Config section was auto-generated from file +// # NOTE: 'glslparser.tests' at git revision +// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 +// [end config] + +/* + * GStreamer + * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Library General Public + * License as published by the Free Software Foundation; either + * version 2 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Library General Public License for more details. + * + * You should have received a copy of the GNU Library General Public + * License along with this library; if not, write to the + * Free Software Foundation, Inc., 59 Temple Place - Suite 330, + * Boston, MA 02111-1307, USA. + */ + +#extension GL_ARB_texture_rectangle : enable +uniform sampler2DRect tex; +uniform float width, height; +void main () { + vec2 tex_size = vec2 (width, height); + vec2 texturecoord = gl_TexCoord[0].xy; + vec2 normcoord; + /* little trick with normalized coords to obtain a circle */ + normcoord = texturecoord / tex_size.x - tex_size / tex_size.x; + float r = length(normcoord); + float phi = atan(normcoord.y, normcoord.x); + r = clamp (r, 0.0, 0.5); /* is there a way to do this without polars? */ + normcoord.x = r * cos(phi); + normcoord.y = r * sin(phi); + texturecoord = (normcoord + tex_size/tex_size.x) * tex_size.x; + vec4 color = texture2DRect (tex, texturecoord); + gl_FragColor = color; +} |