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18 lines
430 B
GLSL
18 lines
430 B
GLSL
uniform float timer;
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vec4 ProcessTexel()
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{
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vec2 texCoord = vTexCoord.st;
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const float pi = 3.14159265358979323846;
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vec2 offset = vec2(0.0,0.0);
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float siny = sin(pi * 2.0 * (texCoord.y * 2.2 + timer * 0.75)) * 0.03;
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offset.y = siny + sin(pi * 2.0 * (texCoord.x * 0.75 + timer * 0.75)) * 0.03;
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offset.x = siny + sin(pi * 2.0 * (texCoord.x * 1.1 + timer * 0.45)) * 0.02;
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texCoord += offset;
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return getTexel(texCoord);
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}
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