39 lines
881 B
GLSL
39 lines
881 B
GLSL
uniform float evolution_in;
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uniform float intensity_in;
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uniform float frequency_in;
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uniform vec2 position_in;
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uniform bool stretch_in;
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uniform vec2 resolution_in;
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uniform sampler2D tex_in;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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void main(void) {
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vec2 center = position_in/resolution_in;
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vec2 adj_texcoord = ove_texcoord;
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adj_texcoord -= 0.5;
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if (!stretch_in) {
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// Adjust by aspect ratio
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float ar = (resolution_in.x/resolution_in.y);
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if (resolution_in.x > resolution_in.y) {
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adj_texcoord.y /= ar;
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center.y /= ar;
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} else {
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adj_texcoord.x *= ar;
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center.x *= ar;
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}
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}
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adj_texcoord += 0.5;
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center += 0.5;
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adj_texcoord -= center;
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float len = length(adj_texcoord);
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vec2 uv = ove_texcoord + (adj_texcoord/len)*cos((frequency_in)*(len*12.0-evolution_in))*(intensity_in*0.0005);
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frag_color = texture(tex_in, uv);
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}
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