#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; // uniforms uniform float u_emboss; uniform float u_delta; //uniform float u_intence; uniform float u_intensity; uniform float u_speed; //---------- 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*u_speed + u_time * speed_x; adjc.y -= sin(theta)*u_time*u_speed - u_time * speed_y; col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*u_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/u_delta; float dx = u_emboss*(cc1-col(c2))/u_delta; c2.x = p.x; c2.y += u_resolution.y/u_delta; float dy = u_emboss*(cc1-col(c2))/u_delta; c1.x += dx; c1.y = -(c1.y+dy); float alpha = 1.+dot(dx,dy)*intence; gl_FragColor = texture2D(u_tex0,c1)*(alpha); }