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author | Jonathan Duran | 2012-06-19 08:40:26 -0700 |
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committer | Jonathan Duran | 2012-06-19 08:40:26 -0700 |
commit | 6f25a2e70079de6bcbb8c3411ddef88c2ed1ea39 (patch) | |
tree | 253e5f6dd5923218e3155f78fa67ff3e43de0ebc /assets/shaders/ReliefTunnel.frag.glsl | |
parent | b51c9448bc187f9bfa3ab39c366657ec2bb9e2fb (diff) | |
parent | 483ad57efcd6475776f580c3af5b60e6deeaf781 (diff) | |
download | ninja-6f25a2e70079de6bcbb8c3411ddef88c2ed1ea39.tar.gz |
Merge branch 'refs/heads/NINJAmaster' into TimelineUber
Diffstat (limited to 'assets/shaders/ReliefTunnel.frag.glsl')
-rw-r--r-- | assets/shaders/ReliefTunnel.frag.glsl | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/assets/shaders/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl index cee707db..5bd727cf 100644 --- a/assets/shaders/ReliefTunnel.frag.glsl +++ b/assets/shaders/ReliefTunnel.frag.glsl | |||
@@ -4,6 +4,7 @@ precision highp float; | |||
4 | 4 | ||
5 | uniform vec2 u_resolution; | 5 | uniform vec2 u_resolution; |
6 | uniform float u_time; | 6 | uniform float u_time; |
7 | uniform float u_speed; | ||
7 | uniform sampler2D u_tex0; | 8 | uniform sampler2D u_tex0; |
8 | 9 | ||
9 | void main(void) | 10 | void main(void) |
@@ -11,8 +12,10 @@ void main(void) | |||
11 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; | 12 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; |
12 | vec2 uv; | 13 | vec2 uv; |
13 | 14 | ||
15 | float time = u_time * u_speed; | ||
16 | |||
14 | float r = sqrt( dot(p,p) ); | 17 | float r = sqrt( dot(p,p) ); |
15 | float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*u_time); | 18 | float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*time); |
16 | 19 | ||
17 | float s = 0.5 + 0.5*cos(7.0*a); | 20 | float s = 0.5 + 0.5*cos(7.0*a); |
18 | s = smoothstep(0.0,1.0,s); | 21 | s = smoothstep(0.0,1.0,s); |
@@ -20,7 +23,7 @@ void main(void) | |||
20 | s = smoothstep(0.0,1.0,s); | 23 | s = smoothstep(0.0,1.0,s); |
21 | s = smoothstep(0.0,1.0,s); | 24 | s = smoothstep(0.0,1.0,s); |
22 | 25 | ||
23 | uv.x = u_time + 1.0/( r + .2*s); | 26 | uv.x = time + 1.0/( r + .2*s); |
24 | uv.y = 3.0*a/3.1416; | 27 | uv.y = 3.0*a/3.1416; |
25 | 28 | ||
26 | float w = (0.5 + 0.5*s)*r*r; | 29 | float w = (0.5 + 0.5*s)*r*r; |