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author | Eric Guzman | 2012-02-27 11:13:35 -0800 |
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committer | Eric Guzman | 2012-02-27 11:13:35 -0800 |
commit | 1a6604a50f6cfbbf0cd6f45ab94b63a001d02162 (patch) | |
tree | bbfc75d1be1ff98d22042dbbed4ca93b4a845e0c /assets/shaders/radialBlur.frag.glsl | |
parent | 9e8cd4448a6d0f809a55c3bdea8b45ed75339794 (diff) | |
parent | 8125c8c6c9431067840d81c46624b6a2dd5eb4a7 (diff) | |
download | ninja-1a6604a50f6cfbbf0cd6f45ab94b63a001d02162.tar.gz |
Merge branch 'refs/heads/master' into CSSPanelUpdates
Diffstat (limited to 'assets/shaders/radialBlur.frag.glsl')
-rw-r--r-- | assets/shaders/radialBlur.frag.glsl | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/assets/shaders/radialBlur.frag.glsl b/assets/shaders/radialBlur.frag.glsl new file mode 100644 index 00000000..673d082a --- /dev/null +++ b/assets/shaders/radialBlur.frag.glsl | |||
@@ -0,0 +1,47 @@ | |||
1 | |||
2 | precision highp float; | ||
3 | |||
4 | uniform vec2 u_resolution; | ||
5 | uniform float u_time; | ||
6 | uniform vec4 color; | ||
7 | uniform sampler2D u_tex0; | ||
8 | |||
9 | vec3 deform( in vec2 p ) | ||
10 | { | ||
11 | vec2 uv; | ||
12 | |||
13 | //float time = color.x; | ||
14 | float time = u_time; | ||
15 | vec2 q = vec2( sin(1.1*time+p.x),sin(1.2*time+p.y) ); | ||
16 | |||
17 | float a = atan(q.y,q.x); | ||
18 | float r = sqrt(dot(q,q)); | ||
19 | |||
20 | uv.x = sin(0.0+1.0*time)+p.x*sqrt(r*r+1.0); | ||
21 | uv.y = sin(0.6+1.1*time)+p.y*sqrt(r*r+1.0); | ||
22 | |||
23 | return texture2D(u_tex0,uv*.5).xyz; | ||
24 | } | ||
25 | |||
26 | void main(void) | ||
27 | { | ||
28 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; | ||
29 | //vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / vec2(500,500).xy; | ||
30 | vec2 s = p; | ||
31 | |||
32 | vec3 total = vec3(0.0); | ||
33 | vec2 d = (vec2(0.0,0.0)-p)/40.0; | ||
34 | float w = 1.0; | ||
35 | for( int i=0; i<40; i++ ) | ||
36 | { | ||
37 | vec3 res = deform(s); | ||
38 | res = smoothstep(0.1,1.0,res*res); | ||
39 | total += w*res; | ||
40 | w *= .99; | ||
41 | s += d; | ||
42 | } | ||
43 | total /= 40.0; | ||
44 | float r = 1.5/(1.0+dot(p,p)); | ||
45 | |||
46 | gl_FragColor = vec4( total*r,1.0); | ||
47 | } \ No newline at end of file | ||