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author | Armen Kesablyan | 2012-06-20 15:00:34 -0700 |
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committer | Armen Kesablyan | 2012-06-20 15:00:34 -0700 |
commit | 38f571d1fdf02d36c3816637af7b2ca2493809da (patch) | |
tree | 69b97839be8b2b6fb65e9150d4dc02856041fb1d /assets/shaders/Pulse.frag.glsl | |
parent | f7c14e54c52bce8875cde81db621dde6f4ff1e34 (diff) | |
parent | 120e31dcf1e11eed11ee430d77c438e7b073e9f8 (diff) | |
download | ninja-38f571d1fdf02d36c3816637af7b2ca2493809da.tar.gz |
Merge branch 'refs/heads/master' into binding
Diffstat (limited to 'assets/shaders/Pulse.frag.glsl')
-rw-r--r-- | assets/shaders/Pulse.frag.glsl | 12 |
1 files changed, 9 insertions, 3 deletions
diff --git a/assets/shaders/Pulse.frag.glsl b/assets/shaders/Pulse.frag.glsl index b24c9bef..9aeb05c9 100644 --- a/assets/shaders/Pulse.frag.glsl +++ b/assets/shaders/Pulse.frag.glsl | |||
@@ -6,16 +6,22 @@ uniform float u_time; | |||
6 | uniform vec2 u_resolution; | 6 | uniform vec2 u_resolution; |
7 | uniform sampler2D u_tex0; | 7 | uniform sampler2D u_tex0; |
8 | 8 | ||
9 | uniform float u_speed; | ||
10 | uniform float u_xscale; | ||
11 | uniform float u_yscale; | ||
12 | |||
9 | void main(void) | 13 | void main(void) |
10 | { | 14 | { |
11 | vec2 halfres = u_resolution.xy/2.0; | 15 | vec2 halfres = u_resolution.xy/2.0; |
12 | vec2 cPos = gl_FragCoord.xy; | 16 | vec2 cPos = gl_FragCoord.xy; |
13 | 17 | ||
14 | cPos.x -= 0.5*halfres.x*sin(u_time/2.0)+0.3*halfres.x*cos(u_time)+halfres.x; | 18 | float time = u_time * u_speed; |
15 | cPos.y -= 0.4*halfres.y*sin(u_time/5.0)+0.3*halfres.y*cos(u_time)+halfres.y; | 19 | |
20 | cPos.x -= u_xscale*halfres.x*sin(time/2.0)+0.3*halfres.x*cos(time)+halfres.x; | ||
21 | cPos.y -= u_yscale*halfres.y*sin(time/5.0)+0.3*halfres.y*cos(time)+halfres.y; | ||
16 | float cLength = length(cPos); | 22 | float cLength = length(cPos); |
17 | 23 | ||
18 | vec2 uv = gl_FragCoord.xy/u_resolution.xy+(cPos/cLength)*sin(cLength/30.0-u_time*10.0)/25.0; | 24 | vec2 uv = gl_FragCoord.xy/u_resolution.xy+(cPos/cLength)*sin(cLength/30.0-time*10.0)/25.0; |
19 | vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength; | 25 | vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength; |
20 | 26 | ||
21 | gl_FragColor = vec4(col,1.0); | 27 | gl_FragColor = vec4(col,1.0); |