Im calculating a circle around a point in the fragment shader.The problem is that the part of the texture that is change is not a circle, Its an oval. The form actually depends on the texture's form.If the texture were to be a perfect square I would get a perfect circle but when its a rectangle I get an oval. This is the current fragment shader:
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp vec2 center;
uniform highp float radius;
uniform highp float scale;
void main()
{
highp vec2 textureCoordinateToUse = textureCoordinate;
highp float dist = distance(center, textureCoordinate);
textureCoordinateToUse -= center;
if (dist < radius)
{
highp float percent = 1.0 - ((radius - dist) / radius) * scale;
percent = percent * percent;
textureCoordinateToUse = textureCoordinateToUse * percent;
textureCoordinateToUse += center;
gl_FragColor = texture2D(inputImageTexture, textureCoordinateToUse );
}
textureCoordinateToUse += center;
gl_FragColor = texture2D(inputImageTexture,textureCoordinate);
}
UPDATE SHADER CODE:
highp float aspectRatio = 854.0 / 480.0;
//highp vec2 textureCoordinateToUse = textureCoordinate;
highp vec2 textureCoordinateToUse = vec2(textureCoordinate.x, (textureCoordinate.y * aspectRatio + 0.5 - 0.5 * aspectRatio));
highp float dist = distance(center, textureCoordinateToUse);
textureCoordinateToUse -= center;
if (dist < radius)
{
highp float percent = 1.0 - ((radius - dist) / radius) * scale;
percent = percent * percent;
textureCoordinateToUse = textureCoordinateToUse * percent;
textureCoordinateToUse += center;
gl_FragColor = texture2D(inputImageTexture, textureCoordinateToUse );
return;
}
textureCoordinateToUse += center;
gl_FragColor = texture2D(inputImageTexture,textureCoordinate);