swwmgz_m/shaders/glsl/Barrier.fp

20 lines
612 B
GLSL

void main()
{
vec2 uv = TexCoord;
vec2 bresl = textureSize(InputTexture,0);
vec2 sr = vec2(1.0,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*3.;
for ( int i=0; i<3; i++ )
{
uv = (uv*.98)+.01;
uv += (flood-.5)*.005;
col += texture(InputTexture,uv).rgb;
}
col.rgb /= 5.;
col.rgb = pow(max(col.rgb,vec3(0.)),vec3(1.2,1.15,.77))*vec3(1.03,1.32,.98);
FragColor = vec4(col,1.);
}