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api8/shaders/rotation.fs

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2023-05-25 10:29:35 +02:00
#version 330
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform float progress;
in vec2 vsoTexCoord;
out vec4 fragColor;
void main() {
vec2 center = vec2(.5);
vec2 offset = vsoTexCoord - center;
float angle = progress * radians(180) * 2;
float sinTheta = sin(angle);
float cosTheta = cos(angle);
vec2 rotatedOffset = vec2(cosTheta * offset.x - sinTheta * offset.y, sinTheta * offset.x + cosTheta * offset.y);
vec2 distortedTexCoord = center + rotatedOffset;
vec4 color1 = texture(tex0, vsoTexCoord);
vec4 color2 = texture(tex1, distortedTexCoord);
fragColor = mix(color1, color2, smoothstep(0., 1., progress));
}