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35 lines
875 B
GLSL
35 lines
875 B
GLSL
#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform float seconds;
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uniform vec2 size;
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uniform float freqX;
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uniform float freqY;
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uniform float ampX;
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uniform float ampY;
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uniform float speedX;
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uniform float speedY;
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void main() {
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float pixelWidth = 1.0/size.x;
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float pixelHeight = 1.0/size.y;
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float aspect = pixelHeight/pixelWidth;
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float boxLeft = 0.0;
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float boxTop = 0.0;
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vec2 p = fragTexCoord;
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p.x += cos((fragTexCoord.y - boxTop)*freqX/(pixelWidth*750.0) + (seconds*speedX))*ampX*pixelWidth;
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p.y += sin((fragTexCoord.x - boxLeft)*freqY*aspect/(pixelHeight*750.0) + (seconds*speedY))*ampY*pixelHeight;
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gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
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}
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