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

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//created by Evil Space Tomato
uniform float timer;
vec4 Process(vec4 color)
{
vec2 texCoord = gl_TexCoord[0].st;
vec4 basicColor = getTexel(texCoord) * color;
texCoord.x = float( int(texCoord.x * 128.0) ) / 128.0;
texCoord.y = float( int(texCoord.y * 128.0) ) / 128.0;
float texX = texCoord.x / 3.0 + 0.66;
float texY = 0.34 - texCoord.y / 3.0;
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;
basicColor.r = basicColor.g = basicColor.b = 0.0;
return basicColor;
}