gzdoom/wadsrc/static/shaders/glsl/fuzz_jagged.fp

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//created by Evil Space Tomato
uniform float timer;
vec4 Process(vec4 color)
{
vec2 texCoord = gl_TexCoord[0].st;
vec2 texSplat;
const float pi = 3.14159265358979323846;
texSplat.x = texCoord.x + mod(sin(pi * 2.0 * (texCoord.y + timer * 2.0)),0.1) * 0.1;
texSplat.y = texCoord.y + mod(cos(pi * 2.0 * (texCoord.x + timer * 2.0)),0.1) * 0.1;
vec4 basicColor = getTexel(texSplat) * color;
float texX = sin(texCoord.x * 100.0 + timer*5.0);
float texY = cos(texCoord.x * 100.0 + timer*5.0);
float vX = (texX/texY)*21.0;
float vY = (texY/texX)*13.0;
float test = mod(timer*2.0+(vX + vY), 0.5);
basicColor.a = basicColor.a * test;
return basicColor;
}