@@ -16,8 +16,8 @@ precision mediump float;
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layout (location = 0 ) in vec2 vertex_position;
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layout (location = 1 ) in vec2 rad_ang;
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layout (location = 2 ) in vec4 transforms;
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- layout (location = 3 ) in vec2 center ;
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- layout (location = 4 ) in vec2 distance ;
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+ layout (location = 3 ) in vec2 warp_center ;
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+ layout (location = 4 ) in vec2 warp_distance ;
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layout (location = 5 ) in vec2 stretch;
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uniform mat4 vertex_transformation;
@@ -47,8 +47,8 @@ void main() {
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pos.y * 0.5 + 0.5 + texelOffset.y);
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// Stretch on X, Y
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- u = (u - center .x) / stretch.x + center .x;
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- v = (v - center .y) / stretch.y + center .y;
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+ u = (u - warp_center .x) / stretch.x + warp_center .x;
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+ v = (v - warp_center .y) / stretch.y + warp_center .y;
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// Warping
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u += warp * 0.0035 * sin (warpTime * 0.333 + warpScaleInverse * (pos.x * warpFactors.x - pos.y * warpFactors.w));
@@ -57,17 +57,17 @@ void main() {
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v += warp * 0.0035 * sin (warpTime * 0.825 + warpScaleInverse * (pos.x * warpFactors.x + pos.y * warpFactors.w));
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// Rotation
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- float u2 = u - center .x;
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- float v2 = v - center .y;
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+ float u2 = u - warp_center .x;
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+ float v2 = v - warp_center .y;
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float cosRotation = cos (rot);
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float sinRotation = sin (rot);
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- u = u2 * cosRotation - v2 * sinRotation + center .x;
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- v = u2 * sinRotation + v2 * cosRotation + center .y;
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+ u = u2 * cosRotation - v2 * sinRotation + warp_center .x;
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+ v = u2 * sinRotation + v2 * cosRotation + warp_center .y;
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// Translation
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- u -= distance .x;
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- v -= distance .y;
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+ u -= warp_distance .x;
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+ v -= warp_distance .y;
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// Undo aspect ratio fix
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u = (u - 0.5 ) * invAspectX + 0.5 ;
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