From d5b216d9d6d2b8cb93106e8f8ca351089d05b41d Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Wed, 22 Feb 2012 11:52:31 -0800 Subject: Integrating canvas-2d and WebGL drawing fixes. Also adding back WebGL materials. Signed-off-by: Nivesh Rajbhandari --- assets/shaders/Water2.frag.glsl | 66 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 66 insertions(+) create mode 100644 assets/shaders/Water2.frag.glsl (limited to 'assets/shaders/Water2.frag.glsl') diff --git a/assets/shaders/Water2.frag.glsl b/assets/shaders/Water2.frag.glsl new file mode 100644 index 00000000..39b6aa55 --- /dev/null +++ b/assets/shaders/Water2.frag.glsl @@ -0,0 +1,66 @@ +#ifdef GL_ES +precision highp float; +#endif + +uniform sampler2D u_tex0; +uniform float u_time; +uniform vec2 u_resolution; +const float PI = 3.1415926535897932; + +//speed +const float speed = 0.2; +const float speed_x = 0.3; +const float speed_y = 0.3; + +// geometry +const float intensity = 3.; +const int steps = 8; +const float frequency = 4.0; +const int angle = 7; // better when a prime + +// reflection and emboss +const float delta = 20.; +const float intence = 400.; +const float emboss = 0.3; + +//---------- crystals effect + + float col(vec2 coord) + { + float delta_theta = 2.0 * PI / float(angle); + float col = 0.0; + float theta = 0.0; + for (int i = 0; i < steps; i++) + { + vec2 adjc = coord; + theta = delta_theta*float(i); + adjc.x += cos(theta)*u_time*speed + u_time * speed_x; + adjc.y -= sin(theta)*u_time*speed - u_time * speed_y; + col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity; + } + + return cos(col); + } + +//---------- main + +void main(void) +{ +vec2 p = (gl_FragCoord.xy) / u_resolution.xy, c1 = p, c2 = p; +float cc1 = col(c1); + +c2.x += u_resolution.x/delta; +float dx = emboss*(cc1-col(c2))/delta; + +c2.x = p.x; +c2.y += u_resolution.y/delta; +float dy = emboss*(cc1-col(c2))/delta; + +c1.x += dx; +c1.y = -(c1.y+dy); + +float alpha = 1.+dot(dx,dy)*intence; +gl_FragColor = texture2D(u_tex0,c1)*(alpha); +// gl_FragColor = vec4(col(p),0,0,1); + +} -- cgit v1.2.3