1.3.1 update. compatibility w/ newer versions of source ports.
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16 changed files with 58 additions and 205 deletions
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@ -1,22 +1,28 @@
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// based on https://www.shadertoy.com/view/Ms2SWW
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 uv = vTexCoord.st;
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vec2 p = 2.*(uv-.5);
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p.x += sin(timer*.2)*.3;
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p.y += cos(timer*.2)*.3;
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float a = atan(p.y,p.x);
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float a2 = atan(p.y,abs(p.x));
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a += timer*.1;
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a2 += timer*.1;
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float r = length(p);
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vec2 ccoord = fract(vec2(.25/r+.1*timer,a/3.14169265)*4.);
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vec3 col = getTexel(ccoord).rgb;
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vec2 ccoord = vec2(.25/r+.1*timer,a/3.14169265)*4.;
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vec2 ccoord2 = vec2(ccoord.x,a2/3.14169265)*4.;
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vec3 col = textureGrad(tex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb;
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a += .125*3.14159265;
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ccoord = fract(vec2(.25/r+.05*timer,a/3.14169265)*4.);
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col += getTexel(ccoord).rgb;
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a2 += .125*3.14159265;
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ccoord = vec2(.25/r+.05*timer,a/3.14169265)*4.;
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ccoord2 = vec2(ccoord.x,a2/3.14169265)*4.;
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col += textureGrad(tex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb;
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col *= vec3(.3,.6,1.);
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col += pow(max(0.,1.2-r),1.5);
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col *= vec3(1.,1.2,1.5);
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col = clamp(col,vec3(0.),vec3(1.));
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return vec4(col,1.);
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}
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mat.Base = vec4(col,1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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