Author: davedes (posted 2012-05-02 21:37:10, viewed 209 times)
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| ------------------------------------------------------------
polar2rect.frag
------------------------------------------------------------
#version 120
uniform sampler2D tex0;
const float PI = 3.14159265358979323846264;
void main(void) {
vec2 texCoord = gl_TexCoord[0].st;
vec2 norm = texCoord * 2.0 - 1.0;
float theta = PI + norm.x * PI;
float r = (1.0 + norm.y) * 0.5 ;
vec2 cart = vec2(-r * sin(theta), -r * cos(theta));
cart = ( (cart/2.0) + 0.5 );
vec4 color = texture2D(tex0, cart);
float distColor = color.a>0.3f ? texCoord.t : 1.0f;
gl_FragColor = vec4(distColor, distColor, distColor, 1.0);
}
----------------------------------------------------------
lightmap.frag
----------------------------------------------------------
#version 120
uniform sampler2D tex0;
uniform float pixelBias; const float PI = 3.14159265358979323846264;
void main(void) {
vec2 texCoord = gl_TexCoord[0].st;
vec4 color = texture2D(tex0, texCoord);
float dist = texCoord.t;
dist -= pixelBias;
float lit = dist < color.r ? 1.0 : 0.0;
gl_FragColor = vec4(1, 1, 1, lit);
}
------------------------------------------------------------
rect2polar.frag
------------------------------------------------------------
#version 120
uniform sampler2D tex0;
const float PI = 3.14159265358979323846264;
void main(void) {
vec2 texCoord = gl_TexCoord[0].st;
vec2 norm = texCoord * 2.0 - 1.0;
float theta = PI + atan(norm.x, norm.y);
float r = length(norm);
vec2 polar = vec2(theta/(2.0*PI), r);
vec4 color = texture2D(tex0, polar);
gl_FragColor = vec4(1, 1, 1, color.a);
} |
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