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- #version 330
- // Input vertex attributes (from vertex shader)
- in vec2 fragTexCoord;
- in vec4 fragColor;
- // Input uniform values
- uniform sampler2D texture0;
- uniform vec4 colDiffuse;
- // Output fragment color
- out vec4 finalColor;
- uniform float seconds;
- uniform vec2 size;
- uniform float freqX;
- uniform float freqY;
- uniform float ampX;
- uniform float ampY;
- uniform float speedX;
- uniform float speedY;
- void main() {
- float pixelWidth = 1.0/size.x;
- float pixelHeight = 1.0/size.y;
- float aspect = pixelHeight/pixelWidth;
- float boxLeft = 0.0;
- float boxTop = 0.0;
- vec2 p = fragTexCoord;
- p.x += cos((fragTexCoord.y - boxTop)*freqX/(pixelWidth*750.0) + (seconds*speedX))*ampX*pixelWidth;
- p.y += sin((fragTexCoord.x - boxLeft)*freqY*aspect/(pixelHeight*750.0) + (seconds*speedY))*ampY*pixelHeight;
- finalColor = texture(texture0, p)*colDiffuse*fragColor;
- }
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