Created
September 13, 2015 05:44
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
#ifdef COMPILEPS | |
uniform float cElapsedTime; | |
#endif | |
uniform sampler2D tex; | |
varying vec2 vScreenPos; | |
void VS() | |
{ | |
mat4 modelMatrix = iModelMatrix; | |
vec3 worldPos = GetWorldPos(modelMatrix); | |
gl_Position = GetClipPos(worldPos); | |
vScreenPos = GetScreenPosPreDiv(gl_Position); | |
} | |
void PS() | |
{ | |
float t = clamp(cElapsedTime / 6., 0., 1.); | |
vec2 coords = vScreenPos.st; | |
vec2 dir = coords - vec2(.5); | |
float dist = distance(coords, vec2(.5)); | |
vec2 offset = dir * (sin(dist * 80. - cElapsedTime*15.) + .5) / 30.; | |
vec2 texCoord = coords + offset; | |
vec4 diffuse = texture2D(sDiffMap, texCoord); | |
vec4 mixin = texture2D(tex, texCoord); | |
gl_FragColor = mixin * t + diffuse * (1. - t); | |
} |
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