godot-demo-projects/2d/screen_space_shaders/shaders/whirl.shader

14 lines
388 B
GLSL

shader_type canvas_item;
uniform float rotation = 3.0;
void fragment() {
vec2 uv = SCREEN_UV;
vec2 rel = uv - vec2(0.5, 0.5);
float angle = length(rel) * rotation;
mat2 rot = mat2(vec2(cos(angle), -sin(angle)), vec2(sin(angle), cos(angle)));
rel = rot * rel;
uv = clamp(rel + vec2(0.5,0.5), vec2(0.0, 0.0), vec2(1.0, 1.0));
COLOR.rgb = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
}