Files
oak-editor/effects/wave.frag
T
2018-11-15 22:56:26 +11:00

32 lines
668 B
GLSL

#version 110
uniform float frequency;
uniform float intensity;
uniform float evolution;
uniform bool vertical;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main(void) {
float x = vTexCoord.x;
float y = vTexCoord.y;
if (vertical) {
x -= sin((vTexCoord.y-(evolution*0.01))*frequency)*intensity*0.01;
} else {
y -= sin((vTexCoord.x-(evolution*0.01))*frequency)*intensity*0.01;
}
if (y < 0.0 || y > 1.0 || x < 0.0 || x > 1.0) {
discard;
} else {
vec4 textureColor = texture2D(myTexture, vec2(x, y));
gl_FragColor = vec4(
textureColor.r,
textureColor.g,
textureColor.b,
textureColor.a
);
}
}