mirror of
https://gitlab.com/kelteseth/ScreenPlay.git
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21 lines
474 B
GLSL
21 lines
474 B
GLSL
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float amplitude;
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float frequency;
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float time;
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} ubuf;
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void main()
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{
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vec2 p = sin(ubuf.time + ubuf.frequency * qt_TexCoord0);
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fragColor = texture(source, qt_TexCoord0 + ubuf.amplitude * vec2(p.y, -p.x)) * ubuf.qt_Opacity;
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}
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