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-rw-r--r--assets/shaders/Pulse.frag.glsl12
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;
6uniform vec2 u_resolution; 6uniform vec2 u_resolution;
7uniform sampler2D u_tex0; 7uniform sampler2D u_tex0;
8 8
9uniform float u_speed;
10uniform float u_xscale;
11uniform float u_yscale;
12
9void main(void) 13void 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);