Home | History | Annotate | Download | only in raw
      1 varying vec4 varColor;
      2 varying float pointSize;
      3 
      4 void main() {
      5     float dist = ATTRIB_position.y / 4.0;
      6     float angle = ATTRIB_position.x;
      7     
      8     float x = dist * sin(angle) * 0.8;
      9     float y = dist * cos(angle) * 0.8;
     10     float p = dist * 7.5;
     11     float s = cos(p);
     12     float t = sin(p);
     13     vec4 pos;
     14     pos.x = t*x + s*y;
     15     pos.y = s*x - t*y;
     16     pos.z = ATTRIB_position.z;
     17     pos.w = 1.0;
     18     pos.y = pos.y * 0.5;
     19     gl_Position = UNI_MVP * pos;
     20     varColor = vec4(1.0, 1.0, 1.0, 1.0);
     21     pointSize = 170.0-(pos.y*pos.y*1.2*1.2 + pos.x*pos.x)*400.0;
     22     if(pointSize<=30.0){
     23         pointSize = 30.0;
     24     }
     25     gl_PointSize = pointSize;// - snoise(pos.xy)*5.0;
     26 }