/*
 * Shockwave Shader
 * From: 		http://www.geeks3d.com/20091116/shader-library-2d-shockwave-post-processing-filter-glsl/
 * Original: 	http://empire-defense.crystalin.fr/blog/2d_shock_wave_texture_with_shader
 *
 * Inputs:
 * 	center (vec2): 			mouse position (in texture coord space: [0 ; 1]).
 * 	time (float): 			shockwave elapsed time in second.
 * 	shockParams (vec3): 	shockwave parameters
 */

#version 130

// input
uniform mat4 ark_ModelViewMatrix;
uniform mat4 ark_ProjectionMatrix;

uniform vec2 center;
uniform float time;
uniform vec3 shockParams; 

in vec4 ark_VertexPosition; 
// in vec4 ark_VertexColorIn;
in vec2 ark_VertexTexCoordIn;

// output
// out vec4 ark_VertexColorOut;
out vec2 ark_VertexTexCoordOut;

void main(void)
{
	// ark_VertexColorOut = ark_VertexColorIn;
	ark_VertexTexCoordOut = ark_VertexTexCoordIn;
	gl_Position = ark_ProjectionMatrix * ark_ModelViewMatrix * ark_VertexPosition;
}