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authorEric Anholt <eric@anholt.net>2011-05-16 22:07:59 -0700
committerEric Anholt <eric@anholt.net>2011-05-16 22:07:59 -0700
commit53df428a12c058578bddb6093c43801a556800f2 (patch)
treec859548b88d40cd587065c9db223bc1dd365d21a /shaders/gst-gl-tunnel.frag
Initial import.
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diff --git a/shaders/gst-gl-tunnel.frag b/shaders/gst-gl-tunnel.frag
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+// [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;
+}