11:32am7-10-25 11:32am7-10-25 11:32am7-10-25 11:32am7-10-25 11:32am7-10-25 11:32am
50 lines
1.2 KiB
Plaintext
50 lines
1.2 KiB
Plaintext
shader_type canvas_item;
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uniform float scroll_x = 0.0;
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uniform float scroll_y = 0.0;
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uniform float rotation : hint_range(-360.0, 360.0) = 0.0;
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uniform float globe_magnitude : hint_range(0.0, 1.0) = 1.0;
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vec2 rotate(vec2 uv, vec2 pivot, float angle)
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{
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mat2 r = mat2(vec2(sin(angle), -cos(angle)),
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vec2(cos(angle), sin(angle)));
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uv -= pivot;
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uv = uv * r;
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uv += pivot;
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return uv;
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}
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void fragment()
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{
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// Original UVs from 0 to 1
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vec2 uv = UV;
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float rotationRads = (rotation + 90.0) * PI / 180.0;
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//uv.x = mod(uv.x + x_scroll, 1.0);
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//uv.y = mod(uv.y + y_scroll, 1.0);
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// Remaps UV to -1, 1, i.e. centers on the sprite
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vec2 centered_uv = uv * 2.0 - 1.0;
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centered_uv = rotate(centered_uv, vec2(0), rotationRads);
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// Radius r of length of the centered UV
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float r = length(centered_uv);
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if (r > 1.0)
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{
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discard; // clips anything past the radius of the circle
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}
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float z = sqrt(1.0 - r * r);
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vec2 sphere_uv = centered_uv / (1.0 + z);
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sphere_uv.x = mod(sphere_uv.x + scroll_x, 1.0);
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sphere_uv.y = mod(sphere_uv.y + scroll_y, 1.0);
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sphere_uv = sphere_uv * 0.5 + 0.5;
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vec2 final_uv = mix(uv, sphere_uv, globe_magnitude);
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COLOR = texture(TEXTURE, final_uv);
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} |