/* Copyright (C) 2021 hiimgoodpack This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #version 330 core in vec2 vFragCoord; uniform float aHorizontalOffset; uniform sampler2D aTexture; void main() { float distanceFromCenterSquared = dot(vFragCoord, vFragCoord); // alpha = 0 if fragment is outside circle // alpha = 1 if fragment is inside circle float alpha = distanceFromCenterSquared > 1 ? 0 : 1; // An equation which seems to work float specular = distanceFromCenterSquared * (-0.5f*vFragCoord.x + vFragCoord.y) + 1; vec2 texCoord = vFragCoord * vec2(0.5,0.5) + vec2(0.5+aHorizontalOffset,0.5); gl_FragColor = vec4(texture(aTexture, texCoord).xyz*specular, alpha); }