/* Copyright (c) 2019 The Khronos Group Inc. Use of this source code is governed by an MIT-style license that can be found in the LICENSE.txt file. */ #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif #endif varying vec4 color; void main (void) { const float M_PI = 3.14159265358979323846; float x = 2.0 * (color.g - 0.5); float y = 2.0 * (color.b - 0.5); float atan_c = 0.0; float scale = 1.0; float sign = 1.0; vec4 result = vec4(0.0, 0.0, 0.0, 1.0); const float epsilon = 1.0e-4; // Avoid evaluating atan(0, x) for x < epsilon because it's implementation-dependent if(x > epsilon || abs(y) > epsilon) { if(x < 0.0 ^^ y < 0.0) { sign = -1.0; } if(abs(y) <= abs(x)) { float c = abs(y / x); // Taylors series expansion for atan for(int i = 1; i < 12; i += 2) { atan_c += scale * pow(c, float(i)) / float(i); scale *= -1.0; } result = vec4(sign * atan_c / (2.0 * M_PI) + 0.5, 0.0, 0.0, 1.0); } else { float c = abs(x / y); // Taylors series expansion for atan for(int i = 1; i < 12; i += 2) { atan_c += scale * pow(c, float(i)) / float(i); scale *= -1.0; } result = vec4(sign * (M_PI / 2.0 - atan_c) / (2.0 * M_PI) + 0.5, 0.0, 0.0, 1.0); } if(x < 0.0) if(y < 0.0) result.r -= 0.5; else if(y > 0.0) result.r += 0.5; } gl_FragColor = result; }