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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VortexEffect.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Twist Effect" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _MainTex_TexelSize;
uniform float _Angle;
uniform float4 _CenterRadius;
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float2 uvOrig : TEXCOORD1;
};
v2f vert (appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float2 uv = v.texcoord.xy - _CenterRadius.xy;
o.uv = TRANSFORM_TEX(uv, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv);
o.uvOrig = uv;
return o;
}
float4 frag (v2f i) : COLOR
{
float2 offset = i.uvOrig;
float angle = 1.0 - length(offset / _CenterRadius.zw);
angle = max (0, angle);
angle = angle * angle * _Angle;
float cosLength, sinLength;
sincos (angle, sinLength, cosLength);
float2 uv;
uv.x = cosLength * offset[0] - sinLength * offset[1];
uv.y = sinLength * offset[0] + cosLength * offset[1];
uv += _CenterRadius.xy;
return tex2D(_MainTex, uv);
}
ENDCG
}
}
Fallback off
}