26 lines
847 B
GLSL
26 lines
847 B
GLSL
// mykradvo rings
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const float pi = 3.14159265358979323846;
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void SetupMaterial( inout Material mat )
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{
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vec2 p = 2.*(vTexCoord.st-.5);
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float a = atan(p.y,p.x);
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float a2 = atan(p.y,abs(p.x));
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float r = length(p);
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// noise burst
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vec2 ccoord = vec2(.1/r-.06*timer+.5*r,a/pi+.04*timer);
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vec2 ccoord2 = vec2(ccoord.x,a2/pi+.04*timer);
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vec3 nz = textureGrad(warptex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb;
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ccoord = vec2(.4/r-.08*timer+1.4*r,a/pi-.04*timer);
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ccoord2 = vec2(ccoord.x,a2/pi-.04*timer);
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nz += textureGrad(warptex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb;
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nz = clamp((nz-1.)*.5,-1.,1.);
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nz *= abs(2.*r-1.);
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// sample ring
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vec3 col = getTexel(vTexCoord.st+(nz.xy*.1)).rgb;
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// debug: uncomment to show bumpmap
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//col = vec3((nz.x+.5)*.5,(nz.y+.5)*.5,1.);
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mat.Base = vec4(col,1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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