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33 lines
831 B
GLSL
33 lines
831 B
GLSL
#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// Custom variables
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uniform float renderWidth;
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uniform float renderHeight;
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uniform float seconds;
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uniform float intensity;
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uniform float waves;
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uniform float speedV;
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uniform float speedH;
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void main()
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{
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vec2 texelCoord = fragTexCoord;
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vec2 pixelSize = vec2(1.0 / renderWidth, 1.0 / renderHeight);
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texelCoord.x += sin(fragTexCoord.y * waves + seconds * speedV * 2.0 * 3.14) * pixelSize.x * intensity;
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texelCoord.y += sin(fragTexCoord.x * waves + seconds * -speedH * 2.0 * 3.14) * pixelSize.y * intensity;
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finalColor = texture(texture0, texelCoord).rgba*colDiffuse*fragColor;
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}
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