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-rw-r--r--assets/shaders/Water.frag.glsl55
1 files changed, 0 insertions, 55 deletions
diff --git a/assets/shaders/Water.frag.glsl b/assets/shaders/Water.frag.glsl
deleted file mode 100644
index 5b71a658..00000000
--- a/assets/shaders/Water.frag.glsl
+++ /dev/null
@@ -1,55 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform sampler2D u_tex0;
6uniform float u_time;
7uniform vec2 u_resolution;
8
9const float speedx = 1./ 0.1;
10const float speedy = 1./ .01;
11const float speedr = 1./ 0.01;
12const float delta = 20.;
13const float intence = 10.;
14const int dif = 7;
15
16float col(vec2 coord)
17{
18 float delta_theta = 3.1415926535897932 / float(dif);
19 float col = 0.;
20 float theta = 0.;
21 theta = u_time/200.;
22
23 coord.x += u_time/speedx;
24 coord.y += u_time/speedy;
25 for (int i = 0; i < dif; i++)
26 {
27 coord.x += u_time/speedr;
28 theta = theta + delta_theta;
29 col = col + cos( (coord.x*cos(theta) - coord.y*sin(theta))*20. );
30 }
31
32 return cos(col);
33}
34
35void main(void)
36{
37 vec2 p = (gl_FragCoord.xy) / u_resolution.xy;
38
39 vec2 c1 = p;
40 vec2 c2 = p;
41
42 c2.x = c2.x+u_resolution.x/delta;
43 float dx = (col(c1)-col(c2))/delta;
44
45 c2 = p;
46 c2.y = c2.y + u_resolution.y/delta;
47 float dy = (col(c1)-col(c2))/delta;
48
49 c1.x = c1.x+dx;
50 c1.y = -(c1.y+dy);
51
52 float alpha = 1.+dot(dx,dy)*intence;
53 if (alpha < 0.7) alpha = 0.7;
54 gl_FragColor = texture2D(u_tex0,c1)*(alpha);
55}