swwmgz_m/shaders/pp/Ragescreen.fp

22 lines
712 B
GLSL

// less eye-searing rage
#define TWOPI 6.28318530718
void main()
{
vec2 uv = TexCoord;
vec3 col = texture(InputTexture,uv).rgb;
col *= vec3(.6)+texture(WarpTex,vec2(fract(uv.x+.1*sin(uv.y*TWOPI)),fract(uv.y-timer*.1))).rgb*xtrastr*.8;
col *= vec3(.6)+texture(WarpTex,2.*vec2(fract(uv.x+.1*cos(uv.y*TWOPI)),fract(uv.y-timer*.1))).rgb*xtrastr*.8;
for ( float i=0.; i<4.; i+=1. )
{
float str = texture(NoiseTex,vec2(fract(timer*.2),fract(timer*.02))).x*.01;
str *= pow(xtrastr,.75);
float p = distance(uv,vec2(.5));
vec2 suv = (uv-.5)*(1.-(str*i*p))+.5;
col += texture(InputTexture,suv).rgb+pow(p,5.)*vec3(.45,.05,0.)*xtrastr;
}
col /= 5.;
col *= vec3(1.2,.9,.7);
FragColor = vec4(col,1.0);
}