swwmgz_m/shaders/pp/Barrier.fp

22 lines
656 B
GLSL

// barrier shimmering warp overlay
void main()
{
vec2 uv = TexCoord;
vec2 bresl = vec2(textureSize(InputTexture,0));
vec2 sr = vec2(1.,bresl.y/bresl.x);
vec2 flood = texture(WarpTex,uv*sr+vec2(timer*.02,-timer*.04)).xy;
flood += texture(WarpTex,uv*sr*2.+vec2(-timer*.07,-timer*.13)).xy;
flood += texture(WarpTex,uv*sr*.5+vec2(0.,-timer*.06)).xy;
flood /= 3.;
vec3 col = texture(InputTexture,uv).rgb*6.;
for ( int i=0; i<3; i++ )
{
uv = (uv*.995)+.0025;
uv += (flood-.5)*.003;
col += texture(InputTexture,uv).rgb;
}
col.rgb /= 8.;
col.rgb = pow(max(col.rgb,vec3(0.)),vec3(1.2,1.15,.77))*vec3(1.03,1.32,.98);
FragColor = vec4(col,1.);
}