diff options
Diffstat (limited to 'assets/shaders/ZInvert.frag.glsl')
-rw-r--r-- | assets/shaders/ZInvert.frag.glsl | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/assets/shaders/ZInvert.frag.glsl b/assets/shaders/ZInvert.frag.glsl index b1fd1748..1566b881 100644 --- a/assets/shaders/ZInvert.frag.glsl +++ b/assets/shaders/ZInvert.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) |
@@ -11,11 +12,13 @@ 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 a = atan(p.y,p.x); | 17 | float a = atan(p.y,p.x); |
15 | float r = sqrt(dot(p,p)); | 18 | float r = sqrt(dot(p,p)); |
16 | 19 | ||
17 | uv.x = cos(0.6+u_time) + cos(cos(1.2+u_time)+a)/r; | 20 | uv.x = cos(0.6+time) + cos(cos(1.2+time)+a)/r; |
18 | uv.y = cos(0.3+u_time) + sin(cos(2.0+u_time)+a)/r; | 21 | uv.y = cos(0.3+time) + sin(cos(2.0+time)+a)/r; |
19 | 22 | ||
20 | vec3 col = texture2D(u_tex0,uv*.25).xyz; | 23 | vec3 col = texture2D(u_tex0,uv*.25).xyz; |
21 | 24 | ||