qzdoom/wadsrc/static/shaders/glsl/func_wavex.fp

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uniform float timer;
vec4 ProcessTexel()
{
vec2 texCoord = gl_TexCoord[0].st;
const float pi = 3.14159265358979323846;
texCoord.x += sin(pi * 2.0 * (texCoord.y + timer * 0.125)) * 0.1;
return getTexel(texCoord);
}