varying vec2 v_vTexcoord; varying vec4 v_vColour; #define PI 3.14159265359 uniform vec2 dimension; uniform vec2 position; uniform vec2 amount; uniform int amountUseSurf; uniform sampler2D amountSurf; uniform vec2 angle; uniform int angleUseSurf; uniform sampler2D angleSurf; uniform vec2 phase; uniform int phaseUseSurf; uniform sampler2D phaseSurf; uniform vec2 rangleRange; uniform vec4 color0; uniform vec4 color1; void main() { #region #region params float amo = amount.x; if(amountUseSurf == 1) { vec4 _vMap = texture2D( amountSurf, v_vTexcoord ); amo = mix(amount.x, amount.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float ang = angle.x; if(angleUseSurf == 1) { vec4 _vMap = texture2D( angleSurf, v_vTexcoord ); ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } ang = radians(ang); float pha = phase.x; if(phaseUseSurf == 1) { vec4 _vMap = texture2D( phaseSurf, v_vTexcoord ); pha = mix(phase.x, phase.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } #endregion vec2 pos = (v_vTexcoord - position) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * amo; float value = 0.0; int num = 4; float as = radians(rangleRange.x); float an = radians(rangleRange.y); for(int i = 0; i < num; i++) { float a = mix(as, an, float(i) / float(num)); float w = pos.x * sin(a) + pos.y * cos(a); value += sin(w + pha * PI * 2.); } float _s = 1. + sin(value * PI / 2.0); gl_FragColor = mix(color0, color1, _s); } #endregion