20 lines
612 B
GLSL
20 lines
612 B
GLSL
void main()
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{
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vec2 uv = TexCoord;
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vec2 bresl = textureSize(InputTexture,0);
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vec2 sr = vec2(1.0,bresl.y/bresl.x);
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vec2 flood = texture(WarpTex,uv*sr+vec2(timer*.02,-timer*.04)).xy;
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flood += texture(WarpTex,uv*sr*2.+vec2(-timer*.07,-timer*.13)).xy;
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flood += texture(WarpTex,uv*sr*.5+vec2(0.,-timer*.06)).xy;
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flood /= 3.;
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vec3 col = texture(InputTexture,uv).rgb*3.;
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for ( int i=0; i<3; i++ )
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{
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uv = (uv*.98)+.01;
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uv += (flood-.5)*.005;
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col += texture(InputTexture,uv).rgb;
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}
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col.rgb /= 5.;
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col.rgb = pow(max(col.rgb,vec3(0.)),vec3(1.2,1.15,.77))*vec3(1.03,1.32,.98);
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FragColor = vec4(col,1.);
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}
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