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-rw-r--r--assets/shaders/ZInvert.frag.glsl7
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
5uniform vec2 u_resolution; 5uniform vec2 u_resolution;
6uniform float u_time; 6uniform float u_time;
7uniform float u_speed;
7uniform sampler2D u_tex0; 8uniform sampler2D u_tex0;
8 9
9void main(void) 10void 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