qzdoom/wadsrc/static/shaders/glsl/func_warp2.fp

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uniform float timer;
vec4 Process(vec4 color)
{
vec2 texCoord = gl_TexCoord[0].st;
const float pi = 3.14159265358979323846;
vec2 offset = vec2(0.0,0.0);
float siny = sin(pi * 2.0 * (texCoord.y * 2.2 + timer * 0.75)) * 0.03;
offset.y = siny + sin(pi * 2.0 * (texCoord.x * 0.75 + timer * 0.75)) * 0.03;
offset.x = siny + sin(pi * 2.0 * (texCoord.x * 1.1 + timer * 0.45)) * 0.02;
texCoord += offset;
return getTexel(texCoord) * color;
}