flak_m/shaders/glsl/utprotobg.fp

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872 B
GLSL

// based on https://www.shadertoy.com/view/Ms2SWW
void SetupMaterial( inout Material mat )
{
vec2 uv = vTexCoord.st;
vec2 p = 2.*(uv-.5);
p.x += sin(timer*.2)*.3;
p.y += cos(timer*.2)*.3;
float a = atan(p.y,p.x);
float a2 = atan(p.y,abs(p.x));
a += timer*.1;
a2 += timer*.1;
float r = length(p);
vec2 ccoord = vec2(.25/r+.1*timer,a/3.14169265)*4.;
vec2 ccoord2 = vec2(ccoord.x,a2/3.14169265)*4.;
vec3 col = textureGrad(tex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb;
a += .125*3.14159265;
a2 += .125*3.14159265;
ccoord = vec2(.25/r+.05*timer,a/3.14169265)*4.;
ccoord2 = vec2(ccoord.x,a2/3.14169265)*4.;
col += textureGrad(tex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb;
col *= vec3(.3,.6,1.);
col += pow(max(0.,1.2-r),1.5);
col *= vec3(1.,1.2,1.5);
col = clamp(col,vec3(0.),vec3(1.));
mat.Base = vec4(col,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
}