mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
46 lines
1.3 KiB
GLSL
46 lines
1.3 KiB
GLSL
//
|
|
// 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.);
|
|
}
|
|
|