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OldThink/Resources/Textures/Shaders/singularity.swsl

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//Gravitational lensing effect. Edited from https://unionassets.com/blog/the-effect-of-the-gravitational-lens-195 to be Clyde based (based on what)
uniform sampler2D SCREEN_TEXTURE;
uniform highp vec2 positionInput = vec2(0,0);
uniform highp float falloff = 5.0;
uniform highp float intensity = 5.0;
void fragment() {
float distanceToCenter = length(FRAGCOORD.xy-positionInput);
vec2 finalCoords = FRAGCOORD.xy - positionInput;
highp float deformation = (pow(intensity, 2)*500) / pow(distanceToCenter, pow(falloff, 0.5));
if(deformation > 0.8) //Edit this for inward effect
deformation = pow(deformation, 0.3);
if(deformation > 0.001){
finalCoords *= 1-deformation; //Change this to 1+deformation for inward effect
finalCoords += positionInput;
//float darkenCircleSize = 600; //Calculate optional darkening effect (darker the closer we are to the center of the singularity)
//float alph = (distanceToCenter-30)/(darkenCircleSize-30);
//float darkening = 0.9-(alph*0.9);
//Darkening effect optional (Darker the closer you are to the center)
//COLOR = mix(texture(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE), vec4(0.0, 0.0, 0.0, 1.0), darkening);
COLOR = texture(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE);
}
else{
COLOR = texture(SCREEN_TEXTURE, FRAGCOORD.xy*SCREEN_PIXEL_SIZE);
}
}