🔧 Add some warping
This commit is contained in:
@@ -25,8 +25,10 @@ void main() {
|
|||||||
vec2 texcoord = iTexCoord.st;
|
vec2 texcoord = iTexCoord.st;
|
||||||
texcoord = texcoord * uActorScale + 0.5 - uActorScale * 0.5;
|
texcoord = texcoord * uActorScale + 0.5 - uActorScale * 0.5;
|
||||||
|
|
||||||
|
vec2 warp = (texcoord - uPointerPos) * progress / (1.0 - progress);
|
||||||
|
texcoord += warp * 0.5;
|
||||||
|
|
||||||
vec4 oColor = getInputColor(texcoord);
|
vec4 oColor = getInputColor(texcoord);
|
||||||
oColor.rgb *= vec3(1.0, 0.5, 0.5);
|
|
||||||
|
|
||||||
if (length(texcoord - uPointerPos) < 0.02) {
|
if (length(texcoord - uPointerPos) < 0.02) {
|
||||||
oColor = vec4(1.0);
|
oColor = vec4(1.0);
|
||||||
|
|||||||
Reference in New Issue
Block a user