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@akella
Created May 20, 2018 07:36
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shaders.49
uniform float time;
uniform float progress;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform vec2 pixels;
uniform vec2 uvRate1;
uniform vec2 accel;
uniform vec2 mouse;
varying vec2 vUv;
varying vec2 vUv1;
varying vec4 vPosition;
vec2 mirrored(vec2 v) {
vec2 m = mod(v,2.);
return mix(m,2.0 - m, step(1.0 ,m));
}
float tri(float p) {
return mix(p,1.0 - p, step(0.5 ,p))*2.;
}
void main() {
vec2 uv = gl_FragCoord.xy/pixels.xy;
// vec2 mouse = vec2(0.3,0.3);
float velocity = 1.;
float dist = distance(vec2(mouse.x,((1.-mouse.y) - 0.5)*uvRate1.y + 0.5), vUv1);
vec2 uv1 = vUv1;
uv1.y += sin(uv1.y * 5.005 + time * 0.8) * 0.0022;
uv1.x += sin(uv1.x * 10.005 + time * 0.6) * 0.0032;
uv1.x =(uv1.x - 0.5)*0.3 + 0.5;
if(dist < 0.1){
// rgba1 = vec4(1.,0.,0.,1.);
float absDist = 0.1 - dist;
float time1 = time * 3.3;
float time2 = time * 1.8;
uv1.x += sin(gl_FragCoord.y * 0.04 + time2) * 0.005 * absDist * velocity;
uv1.x += sin(gl_FragCoord.y * 0.036 + (time1 * 1.5)) * 0.003 * absDist * velocity;
uv1.y += sin(gl_FragCoord.x * 0.06 + time1) * 0.006 * absDist * velocity;
uv1.y += sin(gl_FragCoord.x * 0.046 + (time1 * 2.)) * 0.004 * absDist * velocity;
}
gl_FragColor = vec4(vUv1.y,0.,0.,1.);
vec4 rgba1 = texture2D(texture1,mirrored(uv1));
if(dist < 0.1){rgba1 *= 1.2;};
gl_FragColor = vec4(1.- dist);
gl_FragColor = rgba1;
// gl_FragColor = vec4(tri(progress));
// gl_FragColor = vec4(delayValue);
// gl_FragColor = vec4(delayValue);
// gl_FragColor = vec4(uv,1.,1.);
}
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