mirror of https://github.com/axmolengine/axmol.git
35 lines
980 B
GLSL
35 lines
980 B
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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// Shader from http://www.iquilezles.org/apps/shadertoy/
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layout(std140, binding = 0) uniform fs_ub {
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vec2 center;
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vec2 resolution;
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vec2 u_screenSize;
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vec4 u_Time;
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};
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layout(location = SV_Target0) out vec4 FragColor;
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void main(void)
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{
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#ifdef METAL
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float fragCoordY = u_screenSize.y - gl_FragCoord.y;
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#else
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float fragCoordY = gl_FragCoord.y;
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#endif
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float time = u_Time[1];
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float x = gl_FragCoord.x - (center.x - resolution.x / 2.0);
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float y = fragCoordY - (center.y - resolution.y / 2.0);
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float mov0 = x+y+cos(sin(time)*2.)*100.+sin(x/100.)*1000.;
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float mov1 = y / resolution.y / 0.2 + time;
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float mov2 = x / resolution.x / 0.2;
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float c1 = abs(sin(mov1+time)/2.+mov2/2.-mov1-mov2+time);
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float c2 = abs(sin(c1+sin(mov0/1000.+time)+sin(y/40.+time)+sin((x+y)/100.)*3.));
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float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.)));
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FragColor = vec4( c1,c2,c3,1.0);
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}
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