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FRAGMENT_SHADER | |
precision lowp float; | |
varying vec2 uv; | |
varying vec2 uv1; | |
uniform vec4 _Time; | |
uniform sampler2D Texture; | |
uniform sampler2D _ScreenTexture; | |
#define amp 0.02 | |
void main() { | |
vec2 p = uv; | |
vec2 h = uv1 * 0.02; | |
float time = _Time.x; | |
h.x += sin(h.y * 15. + time * 2.) / 30.; | |
h.y += cos(h.x * 10. + time * 2.) / 30.; | |
p.x += sin((h.y + h.x) * 15. + time * 2.) / (400. + (10. * sin(time))); | |
p.y += cos((h.y + h.x) * 15. + time * 2.) / (400. + (10. * sin(time))); | |
vec3 res = texture2D(_ScreenTexture, p).rgb * vec3(0.8, 0.8, 0.9) + vec3(0.0, 0.0, 0.04 * sin(h.y * 15. + time * 2.)) * cos(h.x * 10. + time * 2.); | |
gl_FragColor = vec4(res, 1.0); | |
} | |
VERTEX_SHADER | |
attribute vec3 position; | |
attribute vec2 texcoord; | |
varying lowp vec4 color; | |
varying lowp vec2 uv; | |
varying lowp vec2 uv1; | |
uniform mat4 Model; | |
uniform mat4 Projection; | |
void main() { | |
vec4 res = Projection * Model * vec4(position, 1); | |
uv = res.xy / 2.0 + vec2(0.5, 0.5); | |
uv1 = position.xy; | |
gl_Position = res; | |
} |
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