#if __VERSION__ <= 120
varying vec2 translated_coord;
#else
out vec2 translated_coord;
#endif
const float pi = 3.14159265359;
void main() {
isf_vertShaderInit();
vec2 loc = RENDERSIZE * vec2(vv_FragNormCoord[0],vv_FragNormCoord[1]);
float r = distance(RENDERSIZE/2.0, loc);
float a = atan ((loc.y-RENDERSIZE.y/2.0),(loc.x-RENDERSIZE.x/2.0));
loc.x = r * cos(a + 2.0 * pi * angle) + 0.5;
loc.y = r * sin(a + 2.0 * pi * angle) + 0.5;
translated_coord = loc / RENDERSIZE + vec2(0.5);
}