// underwater overlay adapted from original Hexmas sanity effect shader // water version vec2 calcdist( vec2 duv ) { vec2 uv = vec2(0.); vec2 dist = 2.*texture(warptex,duv*.2).xy-1.; dist.x *= abs(mod(dist.y+timer*.34536,4.)-2.)-1.; uv.x += dist.x*.03*dfact; dist = 2.*texture(warptex,(duv+uv)*.3).xy-1.; dist.y *= abs(mod(dist.x+timer*.45363,4.)-2.)-1.; uv.y -= dist.y*.02*dfact; return uv; } void main() { vec2 uv = TexCoord+calcdist(TexCoord-vec2(0.,timer*.2)); vec2 bresl = vec2(textureSize(InputTexture,0)); vec2 sr = vec2(1.,bresl.y/bresl.x); float p = distance(uv,vec2(.5)); uv = (uv-.5)*(1.-dfact*.12)+.5; vec4 res = texture(InputTexture,uv); vec4 flood = texture(fluidtex,uv*sr+vec2(timer*.01,timer*.02))*.3 +texture(fluidtex,uv*sr*2.+vec2(-timer*.04,timer*.08))*.2; flood.rgb *= lightcol; res.rgb += flood.rgb*dfact; FragColor = vec4(res.rgb,1.); }