mirror of https://github.com/axmolengine/axmol.git
39 lines
1005 B
Plaintext
39 lines
1005 B
Plaintext
|
#version 310 es
|
||
|
precision highp float;
|
||
|
precision highp int;
|
||
|
// Shader taken from: http://webglsamples.googlecode.com/hg/electricflower/electricflower.html
|
||
|
|
||
|
|
||
|
layout(location = COLOR0) in vec4 v_color;
|
||
|
layout(location = TEXCOORD0) in vec2 v_texCoord;
|
||
|
|
||
|
layout(binding = 0) uniform sampler2D u_tex0;
|
||
|
|
||
|
const float intensity = 0.05;
|
||
|
layout(std140) uniform fs_ub {
|
||
|
vec2 resolution;
|
||
|
vec4 u_Time;
|
||
|
vec2 u_screenSize;
|
||
|
};
|
||
|
|
||
|
vec3 noise(vec2 uv)
|
||
|
{
|
||
|
vec2 p = abs(sin(uv * 13.0 + uv.x * u_Time[1] * sin(uv.y)));
|
||
|
|
||
|
return vec3(sin (0.2 * u_Time[1] + sin(p * 0.5) * u_Time[1] / cos(50.0)) * 10.0,0.3+0.5 * abs(sin(u_Time[1] * tan(5.0))));
|
||
|
|
||
|
}
|
||
|
|
||
|
layout(location = SV_Target0) out vec4 FragColor;
|
||
|
|
||
|
void main(void)
|
||
|
{
|
||
|
#ifdef METAL
|
||
|
vec2 fragCoord = vec2(gl_FragCoord.x, u_screenSize.y - gl_FragCoord.y);
|
||
|
#else
|
||
|
vec2 fragCoord = gl_FragCoord.xy;
|
||
|
#endif
|
||
|
FragColor.xyz = intensity * noise(fragCoord / sin(resolution.xy * u_Time[1] * 0.01)) + (1. - intensity) *
|
||
|
texture(u_tex0,v_texCoord.xy).xyz;
|
||
|
FragColor.w = 1.;
|
||
|
}
|