swwmgz_m/shaders/pp/Glitch.fp
Marisa Kirisame 9d03a86725 Fix shinemap shader UV flip.
Add shinemap debug sphere actor (to see them in action).
Move pp shaders to separate folder, akin to GZDoom's own layout.
2020-11-01 14:13:08 +01:00

33 lines
907 B
GLSL

const float thr1 = 6.4;
const float thr2 = 8.6;
const float thr3 = 19.3;
float rnd2( in vec2 sd )
{
return fract(cos(dot(sd*floor(Timer*15.0),vec2(145.34,142.55)))*2745.84);
}
float rnd( in float sd )
{
return rnd2(vec2(sd,1.0));
}
void main()
{
vec2 coord = TexCoord;
vec2 uv_c[3] = vec2[3](coord,coord,coord);
vec2 blka = floor(coord*vec2(22.0,12.0));
vec2 blkb = floor(coord*vec2(6.0,9.0));
float noiz = pow(rnd2(blka),thr1)*pow(rnd2(blkb),thr2)-pow(rnd(4.53),thr3)*str2;
uv_c[0].x += str1*noiz*(rnd(3.35)-0.5);
uv_c[1].x += str1*noiz*(rnd(4.63)-0.5);
uv_c[2].x += str1*noiz*(rnd(5.62)-0.5);
uv_c[0].y += str1*noiz*(rnd(4.55)-0.5);
uv_c[1].y += str1*noiz*(rnd(3.67)-0.5);
uv_c[2].y += str1*noiz*(rnd(5.54)-0.5);
vec4 res;
res.r = texture(InputTexture,uv_c[0]).r;
res.g = texture(InputTexture,uv_c[1]).g;
res.b = texture(InputTexture,uv_c[2]).b;
res.a = 1.0;
FragColor = res;
}