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Swirl Shader
Introduction
'Swirl' is an example shader provided in Codea's 'Effects' Shaders Pack.
Vertex shader
The vertex shader simply passes the 'attribute' variables color
and texCoord
on to the accompanying fragment shader as 'varying' variables vColor
and vTexCoord
:
void main()
{
...
vColor = color;
vTexCoord = texCoord;
...
gl_Position = modelViewProjection * position;
}
gl_Position
is a variable that is intended for outputting the vertex position in homogenous co-ordinates (that is, as a vec4
value). All vertex shaders must write a value into that variable. (See Section 7.1 'Vertex Shader Special Variables' of the GLSL ES specification.) Here, the modelViewProjection
4x4 matrix is applied to the vertex's position
. modelViewProjection
is a 'uniform' mat4
variable supplied automatically by Codea when the shader is used with a mesh. It is the current model matrix * view matrix * projection matrix. position
is a vec4
'attribute' variable, also supplied automatically by Codea from the mesh.
Fragment shader
The fragment shader sets the gl_FragColor
based on the result of the swirl()
function, tinted by multiplying it, component-by-component, by the 'varying' variable vColor
. The parameters passed to swirl()
are a texture (a sampler2D
type) and vTexCoord
:
void main()
{
...
vec2 uv = vTexCoord.st;
...
gl_FragColor = swirl(texture, uv) * vColor;
}
As vTexCoord
is itself of type vec2
, main()
could be rewritten more succinctly as:
void main()
{
gl_FragColor = swirl(texture, vTexCoord) * vColor;
}
swirl()
uses 'uniform' vec2
variable texSize
to scale the texture co-ordinate (to the dimensions of the texture) and 'uniform' float
variable radius
to specify the radius of the circular region that will be 'swirled'.
vec4 swirl(sampler2D tex, vec2 uv)
{
vec2 center = texSize * 0.5;
vec2 tc = (uv * texSize) - center;
float dist = length(tc);
if( dist < radius )
{
float percent = (radius - dist) / radius;
float theta = percent * percent * angle * 8.0;
float s = sin(theta);
float c = cos(theta);
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
tc += center;
return texture2D(tex, tc / texSize);
}
The function rotates the point uv
through angle theta
about the centre of the texture at texSize * 0.5
. theta
depends on the square of the distance of the point from the centre (dist
).
The rotation vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)))
could be rewritten more succinctly by making use of the mat2()
constructor and the vector multiplied by matrix operator:
tc *= mat2(c, -s, s, c);
Example of use
The code below is a simple example of the use of the shader, with a rectangular texture:
function setup()
local img = readImage("Cargo Bot:Codea Logo")
local w, h = img.width, img.height
local aspect = h / w
local imgDim = math.min(w, h)
local viewerDim = math.min(WIDTH, HEIGHT / aspect)
myMesh = mesh()
myMesh:addRect(WIDTH / 2, HEIGHT / 2, viewerDim, viewerDim * aspect)
myMesh.shader = shader("Effects:Swirl")
myMesh.texture = img
myMesh.shader.texSize = vec2(img.width, img.height)
myMesh.shader.radius = imgDim / 2
end
function draw()
background(255, 255, 0)
myMesh.shader.angle = math.sin(ElapsedTime) * 2
myMesh:draw()
end
Updated