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

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//created by Evil Space Tomato
uniform float timer;
vec4 ProcessTexel()
{
vec2 texCoord = vTexCoord.st;
vec4 basicColor = getTexel(texCoord);
vec2 texSize = vec2(textureSize(tex, 0));
2016-09-16 18:34:41 +00:00
texCoord.x = float( int(texCoord.x * texSize.x) ) / texSize.x;
texCoord.y = float( int(texCoord.y * texSize.y) ) / texSize.y;
float texX = sin(mod(texCoord.x * 100.0 + timer*5.0, 3.489)) + texCoord.x / 4.0;
float texY = cos(mod(texCoord.y * 100.0 + timer*5.0, 3.489)) + texCoord.y / 4.0;
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.rgb = vec3(0.0,0.0,0.0);
return basicColor;
}