From dc92188fef67d7a2032173d7746fbc16a951a366 Mon Sep 17 00:00:00 2001 From: hwc487 Date: Thu, 17 May 2012 15:15:43 -0700 Subject: Exposing parameters for pulse and plasma materials --- assets/shaders/plasma.frag.glsl | 16 +++++++++++----- 1 file changed, 11 insertions(+), 5 deletions(-) (limited to 'assets/shaders/plasma.frag.glsl') diff --git a/assets/shaders/plasma.frag.glsl b/assets/shaders/plasma.frag.glsl index 248288a6..4a5ac3da 100644 --- a/assets/shaders/plasma.frag.glsl +++ b/assets/shaders/plasma.frag.glsl @@ -16,15 +16,21 @@ precision highp float; varying vec2 v_uv; uniform float u_time; -uniform vec4 color; + +uniform float u_wave; +uniform float u_wave1; +uniform float u_wave2; +uniform float u_speed; void main(void) { float x = v_uv.x ; float y = v_uv.y ; - float time = u_time; - float wave = (cos(time + y / 0.2 + cos(x / 0.3 + cos((y / 0.1))))); - float wave1 = (sin(abs(wave + y/0.6))); - float wave2 = (sin(abs(wave1 + y/0.8))); + float time = u_time*u_speed; + + float wave = (cos(time + y / (u_wave+0.2) + cos(x / (u_wave+0.3) + cos((y / (u_wave+0.1)))))); + float wave1 = (sin(abs(wave + y/u_wave1))); + float wave2 = (sin(abs(wave1 + y/u_wave2))); + gl_FragColor = vec4( abs(vec3(wave2,wave1,wave)),1.0); } -- cgit v1.2.3