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@bzgeb
Created February 12, 2014 22:00
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Plaid World
Shader "Custom/Glitch" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float rand(float2 co){
return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453);
}
struct vertexInput {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float4 color : COLOR;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD1;
};
vertexOutput vert(vertexInput input) {
vertexOutput output;
output.pos = mul( UNITY_MATRIX_MVP, input.vertex );
output.scrPos = ComputeScreenPos( output.pos );
return output;
}
float4 frag(vertexOutput input) : COLOR {
float2 wcoord = (input.scrPos.xy / input.scrPos.w);
wcoord.x += _Time[2];
wcoord.x = sin( wcoord.x * 200 ) + _SinTime[2] * 3;
wcoord.y += _Time[0];
wcoord.y = sin( wcoord.y * 200 ) + _CosTime[3] * 2;
return fixed4( wcoord.x, sin(wcoord.y) + cos(wcoord.y), cos(wcoord.y), 1.0 );
}
ENDCG
}
}
}
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