// Called for every vertex the material is visible on.
}
vec2 spiralPoint(float t, float spacing)
{
float b = spacing / (2.0 * PI);
float r = b * t;
return vec2(
r * cos(t),
r * sin(t)
);
}
void fragment() {
//vec2 texSize = vec2(textureSize(TEXTURE,0)); // For performance reasons, this function should be avoided as it always performs a full texture read. When possible, you should pass the texture size as a uniform instead.