// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float progress; uniform float rotation; uniform vec2 detail; uniform vec2 dimension; uniform vec2 position; uniform vec2 scale; void main() { vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x); float ang = radians(rotation); vec2 uv = (ntx - position / dimension) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * scale; for(float i = detail.x; i <= detail.y; i++) { uv.x += .5 / i * sin(i * 3. * uv.y + progress); uv.y += .3 / i * cos(i * 3. * uv.x + progress); } float a = .5 + .5 * sin(uv.x); gl_FragColor = vec4(vec3(a), 1.); }