// [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 * * 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; }