#define INVERSE_2PI 0.1591549430918953358 | |
uniform sampler2D gradTabTexture; | |
uniform lowp float opacity; | |
uniform highp float angle; | |
varying highp vec2 coord; | |
void main() | |
{ | |
highp float t; | |
if (abs(coord.y) == abs(coord.x)) | |
t = (atan(-coord.y + 0.002, coord.x) + angle) * INVERSE_2PI; | |
else | |
t = (atan(-coord.y, coord.x) + angle) * INVERSE_2PI; | |
gl_FragColor = texture2D(gradTabTexture, vec2(t - floor(t), 0.5)) * opacity; | |
} |