flak_m/shaders/glsl/FizzDistortX.fp

17 lines
422 B
GLSL

vec4 ProcessLight( vec4 color )
{
return vec4(1.);
}
vec4 ProcessTexel()
{
vec2 coord = vTexCoord.st;
vec2 dist = 2.*texture(warptex,vTexCoord.st).xy-1.;
dist.y *= abs(mod(dist.x+timer*3.34536,4.)-2.)-1.;
coord.y += dist.y*.12;
dist = 2.*texture(warptex,vTexCoord.st*2.0).xy-1.;
dist.y *= abs(mod(dist.x+timer*5.45363,4.)-2.)-1.;
coord.y -= dist.y*.09;
coord.y = clamp(coord.y,0.,1.);
return getTexel(coord);
}