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authorValerio Virgillito2012-02-23 17:05:43 -0800
committerValerio Virgillito2012-02-23 17:05:43 -0800
commitafc53c6f553c97ab778154154aa2b7a146cb5fef (patch)
tree66b5ec886a49894feda44ccf8b5233ef39a46536 /assets/shaders/plasma.frag.glsl
parent8974ecd564563a991ff96f9cb6d47da172174242 (diff)
parentdb2fd02a1b0e909bb536fa63cefd2144f4642ead (diff)
downloadninja-afc53c6f553c97ab778154154aa2b7a146cb5fef.tar.gz
Merge branch 'refs/heads/master' into local-storage-version
Diffstat (limited to 'assets/shaders/plasma.frag.glsl')
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1 files changed, 32 insertions, 0 deletions
diff --git a/assets/shaders/plasma.frag.glsl b/assets/shaders/plasma.frag.glsl
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1//
2// Fragment shader for procedural bricks
3//
4// Authors: Dave Baldwin, Steve Koren, Randi Rost
5// based on a shader by Darwyn Peachey
6//
7// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
8//
9// See 3Dlabs-License.txt for license information
10//
11
12#ifdef GL_ES
13precision highp float;
14#endif
15
16
17varying vec2 v_uv;
18uniform float u_time;
19uniform vec4 color;
20
21void main(void)
22{
23 float x = v_uv.x ;
24 float y = v_uv.y ;
25 float time = color.x;
26 float wave = (cos(time + y / 0.2 + cos(x / 0.3 + cos((y / 0.1)))));
27 float wave1 = (sin(abs(wave + y/0.6)));
28 float wave2 = (sin(abs(wave1 + y/0.8)));
29 float tmp = u_time * 0.1;
30 gl_FragColor = vec4( abs(vec3(wave2,wave1,wave)),1.0);
31 //gl_FragColor = color;
32}